DavidW asks, "So..... so..... what ARE we playing today?"
		Jacqueline says, "I am not sure, but now is the appointed time at which we have that discussion."
		Roger says, "There was a bit of discussion earlier about maybe something tangentially related to Mothers' Day, which led the discussion towards Mean Mother Trucker, but some people have already played that so that might be enough reason to keep looking (or some other reason.)"
		DavidW says, "Roger was suggesting the other day that we might try for a Mother's Day theme."
		Jacqueline says, "FWIW, I have not played Mean Mother Trucker."
		Jacqueline says, "It doesn't necessarily sound Mother's Day-ish, but I have no idea."
		DavidW says, "It's not Mother's Day-ish at all. I have played it."
		DavidW says, "It's a fun game, though."
		Jacqueline asks (of Roger), "Do you have a suitable Mother's Day recommendation that we could use to mark this Hallmark holiday?"
		lkcampbell says, "ragman? jk"
		Jacqueline says, "HAHAHAHA"
		Roger says, "we looked around a bit yesterday but didn't find anything too promising"
		Jacqueline says, "Thank you for that burst of laughter, Lance."
		lkcampbell says, "it had to be said :)"
		Jacqueline says, "Sadly, we've already played that one."
		Jacqueline says, "It's really too bad. Such a great Mother's Day game."
		Jacqueline asks, "This is the second week that Mean Mother Trucker has been suggested, who here has not played it (to see if there are enough people)?"
		Roger says, "not I"
		lkcampbell says, "Alma Mater"
		lkcampbell says, "has a mother's day tag"
		Roger says, "that's a very short speed-if game which even I cannot really recommend"
		DavidW says, "I think you guys should play Mean Mother Trucker. You could play Alma Mater first, of course."
		Roger says, "But I shan't stand in your way"
		lkcampbell says, "thanks to the new tag search on IFDB :)"
		lkcampbell says, "(IFDB plug)"
		DavidW says, "I can be a know-it-all observer today."
		Jacqueline says (to DW), "Looks like MMT is not on there. I can put it there or you can."
		Jacqueline says, "I will do it if you're not already half done."
		DavidW says, "I can put it there while you guys play almamater"
Jacqueline says (to ClubFloyd), "load sleepmask almamater" 		
CF ] Living Room 0/1 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | "Never put off till tomorrow what you can do today," as your mother 		
CF | used to tell you. But did you listen? No. So when you found there 		
CF | was just one Mother's Day card left in the entire shop, you had no one 		
CF | to blame but yourself. Still, it's the thought that counts. 		
CF | 		
CF | 		
CF | Alma Mater 		
CF | An Entry in Speed-IF Neologism by Roger Carbol 		
CF | Release 1023 / Serial number 060513 / Inform 7 build 3K56 (I6/v6.31 		
CF | lib 6/10N) 		
CF | 		
CF | Living Room (on the couch) 		
CF | The living room of your mother's house has been decorated exactly the 		
CF | same for as long as you can remember. The same old couch, for 		
CF | example. Your mother is in the kitchen to the north, preparing some 		
CF | sandwiches for lunch. Other rooms stretch off in usefully cardinal 		
CF | directions. 		
CF | 		
CF | > 		lkcampbell asks, "we using a driver or free for all?"
Knight_Otu has arrived. 		lkcampbell says, "guess we need more authors making Mother's Day IF :)"
		Knight_Otu says, "Sorry, had some connection weirdness."
		DavidW says, "This is a simple game. A free-for-all is fine."
		Jacqueline says, "oho Roger Carbol game."
		lkcampbell says, "or we will be playing the same game every year heh"
		DavidW says, "meanmothertrucker is uploaded now"
		Jacqueline says, "Okay, no driver. Anyone can enter commands."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Living Room 0/2 		
CF | 		
CF | > X ME 		
CF | 		
CF | You'd like to think of yourself as the devoted offspring of your 		
CF | parents. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Living Room 0/3 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a card 		
CF | 		
CF | Stev wanders in from the Kitchen. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x stev" 		
CF ] Living Room 0/4 		
CF | 		
CF | > X STEV 		
CF | 		
CF | A dim, slobbery dog. Your mother used to own a Petit Basset Griffon 		
CF | Vendéen, years ago. Unfortunately, that breed turned out to be a bit 		
CF | of a nockle -- that is, a good thing made smaller and thus worse. So 		
CF | following the folding couch tragedy, she bought Stev, a Grand Basset 		
CF | Griffon Vendéen. 		
CF | 		
CF | Stev looks at you expectantly. He probably wants to be petted. 		
CF | 		
CF | > 		Knight_Otu says, "Ow."
		Jacqueline says, "Wait. Is a Petit Basset Griffon Vendéen a type of dog? Wow. Fancy-sounding."
Jacqueline says (to ClubFloyd), "pet Stev" 		
CF ] Living Room 0/5 		
CF | 		
CF | > PET STEV 		
CF | 		
CF | You pet Stev. He seems happy enough. Suddenly, while you're 		
CF | distracted, Stev leaps and grabs the card right out of your hand! 		
CF | He's getting slobber all over it. 		
CF | 		
CF | Stev wanders off to Garage. 		
CF | 		
CF | > 		Jacqueline says, "WAIT I MEANT TO EXAMINE THAT CARD FIRST, STEV"
		Jacqueline says (to Moy), "Wrong channel, fyi."
DavidW says (to ClubFloyd), "undo" 		
CF ] Living Room 0/4 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Living Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x card" 		
CF ] Living Room 0/5 		
CF | 		
CF | > X CARD 		
CF | 		
CF | Alright, maybe it's not the best card in the world. But it's the best 		
CF | you could do with only a year's notice. A poem is printed within. 		
CF | 		
CF | > 		Jacqueline says, "heh"
		MoyTravis asks, "I've done that clubhouse/clubfloyd thing twice now?"
Jacqueline says (to ClubFloyd), "read poem" 		
CF ] Living Room 0/6 		
CF | 		
CF | > READ POEM 		
CF | 		
CF | 		
CF | Hey my mom she loves to clean, 		
CF | Only in the spring does love turn to dust. 		
CF | To my pets she was never mean, 		
CF | One thing remains, that no more monkeys roam. 		
CF | So today she deserves a nap, 		
CF | With thirty waking moments to her name. 		
CF | 		
CF | Happy Mother's Day 		
CF | 		
CF | Your loving son, &c. &c. 		
CF | 		
CF | > 		Jacqueline says, "Is that the Hallmark poem, or something we wrote in, because..."
		DavidW says, "I don't think I ever read the poem!"
Knight_Otu says (to ClubFloyd), "sign card" 		
CF ] Living Room 0/6 		
CF | 		
CF | > SIGN CARD 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
		DavidW says, "It's already signed."
		Knight_Otu says, "I mean, I guess."
		Jacqueline says, "I'd like to take this moment to say that handmade cards are really cool, particularly if there is only one card left when you get to the store and you don't like that card."
		DavidW says, "Our name is &c. &c."
		Knight_Otu says, "To be fair, that is a weird name."
		Jacqueline asks, "So I guess it's not inevitable that the dog take the card - only happens if we pet him?"
		lkcampbell says, "the roaming monky part threw me"
		DavidW says nothing.
		Jacqueline says (to Lance), "Yes"
		Jacqueline says (to KO), "I like the em-dash a lot. I could see naming a human after its glory. I get that some people really like ampersands."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Living Room 0/7 		
CF | 		
CF | > L 		
CF | 		
CF | Living Room (on the couch) 		
CF | The living room of your mother's house has been decorated exactly the 		
CF | same for as long as you can remember. The same old couch, for 		
CF | example. Your mother is in the kitchen to the north, preparing some 		
CF | sandwiches for lunch. Other rooms stretch off in usefully cardinal 		
CF | directions. 		
CF | 		
CF | You can see Stev here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Living Room 0/8 		
CF | 		
CF | > N 		
CF | 		
CF | Stev growls at you slightly. Apparently being petted is the highlight 		
CF | of his day. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put card on couch" 		
CF ] Living Room 0/9 		
CF | 		
CF | > PUT CARD ON COUCH 		
CF | 		
CF | You'd rather hand-deliver it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "kick stev" 		
CF ] Living Room 0/9 		
CF | 		
CF | > KICK STEV 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Knight_Otu says, "Gee, no need to growl, Stev. There are other ways to get attention."
		Knight_Otu exclaims, "..Jacq!"
Jacqueline says (to ClubFloyd), "attack Stev" 		
CF ] Living Room 0/10 		
CF | 		
CF | > ATTACK STEV 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		Roger says, "There's not a lot of good words in English for various dog vocalizations"
		Jacqueline exclaims (at KO), "Well? He's gonna steal our card!"
		MoyTravis says, "I mean. If we want our card back..."
		DavidW says, "Doggie wants petting, not hitting."
		Jacqueline says, "And a couple of weeks ago, violence turned out to be the answer, so."
		Jacqueline says, "So it's back on the menu."
		Knight_Otu says, "But, but..."
		Jacqueline asks, "So, shall we pet the dog, or is there another idea first?"
Knight_Otu says (to ClubFloyd), "feed stev" 		
CF ] Living Room 0/11 		
CF | 		
CF | > FEED STEV 		
CF | 		
CF | (the card) 		
CF | You give the card to Stev. 		
CF | 		
CF | Stev wanders off to Garage. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Living Room 0/10 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Living Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says (to KO), "I would never attack a dog that had not already attacked me first. In real life, I mean. Promise."
		Knight_Otu says, "I did not expect that to happen."
		MoyTravis asks, "What just happened?"
		DavidW says, "You've made the game unwinnable."
		lkcampbell says, "wow, feed the dog the card"
		Jacqueline says, "hahaha >FEED CARD TO STEV"
		MoyTravis says, "...ha. haha."
		Knight_Otu exclaims, "I wanted to distract him!"
		Jacqueline asks, "I guess the card must be edible?"
		lkcampbell says, "bad child and bad pet owner"
		Jacqueline says, "Like, in the code, I mean. Edible in the code."
		DavidW says, "You need to undo that or restart."
		Jacqueline says, "KO undid."
		MoyTravis asks, "We did undo it ya?"
		DavidW says, "oh, okay"
		Knight_Otu says, "Quite immediately when I saw what actually happened."
		Knight_Otu says, "After letting out a little meep sound."
lkcampbell says (to ClubFloyd), "i" 		
CF ] Living Room 0/11 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a card 		
CF | 		
CF | > 		Jacqueline says, "heh"
		Knight_Otu says, "I guess we have no choice but pet our nice nice doggie."
		Jacqueline says, "I think it's inevitable, yeah"
		lkcampbell says, "yup"
		Jacqueline exclaims, "I think it's plot!"
		Knight_Otu says, "That definitely deserves no kicks."
		Jacqueline says, "Okay"
		Jacqueline says, "I'll be good."
		Jacqueline says, "Besides, >KICK is not implemented."
		Jacqueline smiles.
lkcampbell says (to ClubFloyd), "pet dog" 		
CF ] Living Room 0/11 		
CF | 		
CF | > PET DOG 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "l" 		
CF ] Living Room 0/12 		
CF | 		
CF | > L 		
CF | 		
CF | Living Room (on the couch) 		
CF | The living room of your mother's house has been decorated exactly the 		
CF | same for as long as you can remember. The same old couch, for 		
CF | example. Your mother is in the kitchen to the north, preparing some 		
CF | sandwiches for lunch. Other rooms stretch off in usefully cardinal 		
CF | directions. 		
CF | 		
CF | You can see Stev here. 		
CF | 		
CF | > 		Jacqueline says, "There is no dog, only Stev."
Jacqueline says (to ClubFloyd), "pet stev" 		
CF ] Living Room 0/13 		
CF | 		
CF | > PET STEV 		
CF | 		
CF | You pet Stev. He seems happy enough. Suddenly, while you're 		
CF | distracted, Stev leaps and grabs the card right out of your hand! 		
CF | He's getting slobber all over it. 		
CF | 		
CF | Stev wanders off to Kitchen. 		
CF | 		
CF | > 		lkcampbell says, "profound"
Jacqueline says (to ClubFloyd), "follow stev" 		
CF ] Living Room 0/13 		
CF | 		
CF | > FOLLOW STEV 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline says, "I guess we guess which way the kitchen is..."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Living Room 0/14 		
CF | 		
CF | > N 		
CF | 		
CF | You'll have to get off the couch first. 		
CF | 		
CF | Stev wanders in from Kitchen. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get up" 		
CF ] Living Room 0/15 		
CF | 		
CF | > GET UP 		
CF | 		
CF | You get off the couch. 		
CF | 		
CF | Living Room 		
CF | You can see Stev here. 		
CF | 		
CF | Stev wanders off to Lobby. 		
CF | 		
CF | > 		Jacqueline says, "Mom's house has a lobby."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Garage 0/16 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Garage 		
CF | A garage, which might be useful if your mother still drove a vehicle, 		
CF | which she doesn't. The living room is to the north. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Living Room 0/17 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Living Room 		
CF | You can see Stev here. 		
CF | 		
CF | Stev wanders off to Lobby. 		
CF | 		
CF | > 		Knight_Otu says, "She's an important person."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Sunroom 0/18 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Sunroom 		
CF | A sunny room made mostly of windows. The living room is to the west. 		
CF | 		
CF | > 		Karona says, "Interesting."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Living Room 0/19 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Living Room 		
CF | You can see Stev here. 		
CF | 		
CF | Stev wanders off to Lobby. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Lobby 0/20 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby 		
CF | The entrance to the home. Pretty dull. The living room is to the 		
CF | east. 		
CF | 		
CF | You can see Stev here. 		
CF | 		
CF | Stev wanders off to Living Room. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Living Room 0/21 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | You can see Stev here. 		
CF | 		
CF | Stev wanders off to Kitchen. 		
CF | 		
CF | > 		Jacqueline says (to STEV), "STOP WANDERING"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Lobby 0/22 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby 		
CF | 		
CF | > 		DavidW says, "We'll never get our sandwiches at this rate."
		Jacqueline says, "oops"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Living Room 0/23 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Kitchen 0/24 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A lovely kitchen, with lovely flowerly linoleum and mustard yellow 		
CF | appliances. The fridge, which once displayed your homework and art 		
CF | projects, now stands naked and alone. A small pantry is to the east, 		
CF | and the living room is back south. 		
CF | 		
CF | You can see Stev and Mother here. 		
CF | 		
CF | Stev wanders off to Living Room. 		
CF | 		
CF | > 		Knight_Otu says, "Gotta new toy, got a new toy..."
lkcampbell says (to ClubFloyd), "x mother" 		
CF ] Kitchen 0/25 		
CF | 		
CF | > X MOTHER 		
CF | 		
CF | The finest woman you have ever known. She is busy making sandwiches. 		
CF | 		
CF | > 		MoyTravis says, "Ask Mother where you left all the dog toys."
		DavidW says, "Yay mom! Yay sandwiches!"
lkcampbell says (to ClubFloyd), "take sandwich" 		
CF ] Kitchen 0/26 		
CF | 		
CF | > TAKE SANDWICH 		
CF | 		
CF | Your mother doesn't want you eating her sandwiches before she's 		
CF | finished preparing lunch. 		
CF | 		
CF | > 		Jacqueline says, "So much for the ol' trade a sammich for a mother's day card trick."
Jacqueline says (to ClubFloyd), "feed mother to stev" 		
CF ] Kitchen 0/26 		
CF | 		
CF | > FEED MOTHER TO STEV 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "!!!"
		Jacqueline says, "I've just decided to go all in on the act of horrifying you all."
		Knight_Otu says, "I guess that's not kicking the dog."
		Jacqueline says (to KO), "Exactly. I promised not to do that."
		Karona exclaims, "LOL!"
		lkcampbell exclaims, "Worst Mother's Day ever!"
		Jacqueline says, "heh"
		MoyTravis says, "Well you could, uh, try attacking Mother, if that's what we're going with."
		Jacqueline says, "My other idea is to see if there can be another tragic couch folding accident, but there's probably another solution."
Jacqueline says (to ClubFloyd), "score" 		
CF ] Kitchen 0/26 		
CF | 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 0 out of a possible 0, in 26 turns. 		
CF | 		
CF | > 		Jacqueline says, "Well, at least we've got the max score."
		lkcampbell says, "heh heh"
Jacqueline says (to ClubFloyd), "talk to mom" 		
CF ] Kitchen 0/26 		
CF | 		
CF | > TALK TO MOM 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask mom about sandwiches" 		
CF ] Kitchen 0/26 		
CF | 		
CF | > ASK MOM ABOUT SANDWICHES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "mom, happy mother's day" 		
CF ] Kitchen 0/26 		
CF | 		
CF | > MOM, HAPPY MOTHER'S DAY 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "eat sandwich" 		
CF ] Kitchen 0/27 		
CF | 		
CF | > EAT SANDWICH 		
CF | 		
CF | (first taking the sandwich) 		
CF | Your mother doesn't want you eating her sandwiches before she's 		
CF | finished preparing lunch. 		
CF | 		
CF | > 		DavidW says, "'mother', not 'mom'"
lkcampbell says (to ClubFloyd), "x sandwich" 		
CF ] Kitchen 0/28 		
CF | 		
CF | > X SANDWICH 		
CF | 		
CF | The sandwiches are made with love and mayonnaise. They look yummy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "mother, hello" 		
CF ] Kitchen 0/29 		
CF | 		
CF | > MOTHER, HELLO 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		lkcampbell says, "I can't tell where the love stops and the mayonnaise begins"
		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "ask mother about mother" 		
CF ] Kitchen 0/30 		
CF | 		
CF | > ASK MOTHER ABOUT MOTHER 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask mother about love" 		
CF ] Kitchen 0/31 		
CF | 		
CF | > ASK MOTHER ABOUT LOVE 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		Jacqueline says, "Wow."
		Jacqueline says, "Thanks, Mother."
		DavidW says, "It's amazing how you're all ignoring the nudity in this room."
		Jacqueline says, "hahaha"
		Knight_Otu asks, "Are we going to have to put a warning label on this transcript?"
		Jacqueline says (to Stev), "Put on some damn clothes."
Jacqueline says (to ClubFloyd), "x mother" 		
CF ] Kitchen 0/32 		
CF | 		
CF | > X MOTHER 		
CF | 		
CF | The finest woman you have ever known. She is busy making sandwiches. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fridge" 		
CF ] Kitchen 0/33 		
CF | 		
CF | > X FRIDGE 		
CF | 		
CF | A sad, but huge, yellow fridge. 		
CF | 		
CF | > 		Jacqueline asks, "What nudity? You mean because it didn't describe her clothing?"
DavidW says (to ClubFloyd), "l" 		
CF ] Kitchen 0/34 		
CF | 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | A lovely kitchen, with lovely flowerly linoleum and mustard yellow 		
CF | appliances. The fridge, which once displayed your homework and art 		
CF | projects, now stands naked and alone. A small pantry is to the east, 		
CF | and the living room is back south. 		
CF | 		
CF | You can see Mother here. 		
CF | 		
CF | > 		DavidW says, "The fridge: naked."
		Jacqueline says, "Oh. The fridge."
		DavidW says, "I was trying to hint about checking out the fridge."
lkcampbell says (to ClubFloyd), "open fridge" 		
CF ] Kitchen 0/35 		
CF | 		
CF | > OPEN FRIDGE 		
CF | 		
CF | You open the fridge. 		
CF | 		
CF | > 		Jacqueline asks, "Well, if I had a *card* I could put it on the fridge. But I don't have a card, do I?"
lkcampbell says (to ClubFloyd), "search fridge" 		
CF ] Kitchen 0/36 		
CF | 		
CF | > SEARCH FRIDGE 		
CF | 		
CF | The fridge is empty. 		
CF | 		
CF | > 		Jacqueline says, "Dang, Mother."
Jacqueline says (to ClubFloyd), "go shopping for mother" 		
CF ] Kitchen 0/36 		
CF | 		
CF | > GO SHOPPING FOR MOTHER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "close fridge" 		
CF ] Kitchen 0/37 		
CF | 		
CF | > CLOSE FRIDGE 		
CF | 		
CF | You close the fridge. 		
CF | 		
CF | > 		Knight_Otu says, ""Sorry dear, Stev got hungry.""
		lkcampbell asks, "maybe something in the pantry?"
lkcampbell says (to ClubFloyd), "l" 		
CF ] Kitchen 0/38 		
CF | 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | A lovely kitchen, with lovely flowerly linoleum and mustard yellow 		
CF | appliances. The fridge, which once displayed your homework and art 		
CF | projects, now stands naked and alone. A small pantry is to the east, 		
CF | and the living room is back south. 		
CF | 		
CF | You can see Mother here. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "e" 		
CF ] Pantry 0/39 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Pantry 		
CF | Rows up rows of inscrutible cans stand ready to thwart heroism and 		
CF | villainy. The kitchen is to the west. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x cans" 		
CF ] Pantry 0/39 		
CF | 		
CF | > X CANS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x can" 		
CF ] Pantry 0/39 		
CF | 		
CF | > X CAN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline asks, "Does that mean we use the cans to throw at intruders, or is it a reference to the 7th Guest?"
		DavidW says, "Probably a ref to 7th Guest."
		Knight_Otu says, "I was thinking the clichee supermarket chase."
		lkcampbell says, "nothing here I guess"
lkcampbell says (to ClubFloyd), "w" 		
CF ] Kitchen 0/40 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You can see Mother here. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "verbose" 		
CF ] Kitchen 0/40 		
CF | 		
CF | > VERBOSE 		
CF | 		
CF | Alma Mater is now in its "verbose" mode, which always gives long 		
CF | descriptions of locations (even if you've been there before). 		
CF | 		
CF | > 		Jacqueline says, "I'm assuming that >SEARCH CANS is probably not the solution."
		DavidW says, "Anyway, you've seen all the rooms and all the things."
lkcampbell says (to ClubFloyd), "i" 		
CF ] Kitchen 0/41 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		lkcampbell says, "hmmm"
		DavidW says, "Now you just need to come up with a plan."
		Jacqueline says, "We've had a few plans."
		Jacqueline says, "They just haven't worked."
		DavidW says, "6 room. You, Stev, Mother, card, sandwiches, fridge."
		Knight_Otu says, ">LEARN MOTHER DAY'S POEM."
Jacqueline says (to ClubFloyd), "say to mother that Stev is a jerk and stole your card but I still love you" 		
CF ] Kitchen 0/41 		
CF | 		
CF | > SAY TO MOTHER THAT STEV IS A JERK AND STOLE YOUR CARD BUT I STILL 		
CF | LOVE YOU 		
CF | 		
CF | I only understood you as far as wanting to say to Mother. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kiss mother" 		
CF ] Kitchen 0/42 		
CF | 		
CF | > KISS MOTHER 		
CF | 		
CF | Keep your mind on the game. 		
CF | 		
CF | > 		Jacqueline says, "hahahaha"
		Jacqueline says, "Rowr, DW."
		Knight_Otu asks, "Where do you have your mind, game?"
		MoyTravis asks, "...that's not weird though?"
		DavidW says, "Mother's Day is followed by ... Mother's Night."
		Jacqueline says (to Moy), "It's the default in Inform."
		Jacqueline says (to DW), "hahaha oh dear"
		MoyTravis says, "Oh, fair 'nuff."
		MoyTravis says, "Also wtf David."
		Jacqueline again contemplates the Adult lable for this game.
		Knight_Otu asks, "It's approaching with swift steps, isn't it?"
		Jacqueline says, "Well, we all seem to be in a mood, is all."
		DavidW says, "Mean Mother Trucker might need a label at that, if we get to it."
		Jacqueline says, "Ah, well, then the gloves might as well come off now... [insert joke about other clothes coming off, etc.]"
Jacqueline says (to ClubFloyd), "mother, hello" 		
CF ] Kitchen 0/43 		
CF | 		
CF | > MOTHER, HELLO 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask mother about stev" 		
CF ] Kitchen 0/44 		
CF | 		
CF | > ASK MOTHER ABOUT STEV 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ask mother about stev" 		
CF ] Kitchen 0/45 		
CF | 		
CF | > ASK MOTHER ABOUT STEV 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x stev" 		
CF ] Kitchen 0/45 		
CF | 		
CF | > X STEV 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Kitchen 0/46 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask mother for sandwich" 		
CF ] Kitchen 0/47 		
CF | 		
CF | > ASK MOTHER FOR SANDWICH 		
CF | 		
CF | Mother has better things to do. 		
CF | 		
CF | > 		Jacqueline says, "Dang"
lkcampbell says (to ClubFloyd), "mother, give me sandwich" 		
CF ] Kitchen 0/48 		
CF | 		
CF | > MOTHER, GIVE ME SANDWICH 		
CF | 		
CF | Mother has better things to do. 		
CF | 		
CF | > 		MoyTravis says, "I can't actually think of anything to do, unless the cans are, like, dogfood. But that'd be something the game'd mention."
		DavidW says, "Mother-bot only accepts cards for input."
		Jacqueline says, "The defaults in this game are really pretty dark."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Pantry 0/49 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Pantry 		
CF | Rows up rows of inscrutible cans stand ready to thwart heroism and 		
CF | villainy. The kitchen is to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take can" 		
CF ] Pantry 0/49 		
CF | 		
CF | > TAKE CAN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take cans" 		
CF ] Pantry 0/49 		
CF | 		
CF | > TAKE CANS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "You. Mother. Stev. card. sandwiches. fridge."
		Knight_Otu says, "Well, I guess the defaults have strangers in mind rather than family."
		Jacqueline asks, "There is no can, only Sev?"
		Jacqueline says, "er, Stev."
		lkcampbell says, "hey, these aren't cans, they are can'ts"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Kitchen 0/50 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A lovely kitchen, with lovely flowerly linoleum and mustard yellow 		
CF | appliances. The fridge, which once displayed your homework and art 		
CF | projects, now stands naked and alone. A small pantry is to the east, 		
CF | and the living room is back south. 		
CF | 		
CF | You can see Mother here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Kitchen 0/51 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Living Room 0/52 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room of your mother's house has been decorated exactly the 		
CF | same for as long as you can remember. The same old couch, for 		
CF | example. Your mother is in the kitchen to the north, preparing some 		
CF | sandwiches for lunch. Other rooms stretch off in usefully cardinal 		
CF | directions. 		
CF | 		
CF | Stev wanders in from Garage. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get Stev" 		
CF ] Living Room 0/53 		
CF | 		
CF | > GET STEV 		
CF | 		
CF | I don't suppose Stev would care for that. 		
CF | 		
CF | Stev wanders off to Garage. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "search couch" 		
CF ] Living Room 0/54 		
CF | 		
CF | > SEARCH COUCH 		
CF | 		
CF | There is nothing on the couch. 		
CF | 		
CF | Stev wanders in from Garage. 		
CF | 		
CF | > 		Roger says (to lkc), "haha"
		DavidW says, "oh, I forgot couch."
lkcampbell says (to ClubFloyd), "look under couch" 		
CF ] Living Room 0/55 		
CF | 		
CF | > LOOK UNDER COUCH 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | Stev wanders off to Sunroom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fold couch" 		
CF ] Living Room 0/55 		
CF | 		
CF | > FOLD COUCH 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "xyzzy" 		
CF ] Living Room 0/55 		
CF | 		
CF | > XYZZY 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		DavidW says, "The couch can be ignored."
		Knight_Otu says, "Maybe, but we had to try folding the couch."
		lkcampbell says, "not a lot to work with here"
lkcampbell says (to ClubFloyd), "e" 		
CF ] Sunroom 0/56 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Sunroom 		
CF | A sunny room made mostly of windows. The living room is to the west. 		
CF | 		
CF | You can see Stev here. 		
CF | 		
CF | Stev wanders off to Living Room. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x windows" 		
CF ] Sunroom 0/56 		
CF | 		
CF | > X WINDOWS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says (to lkcampbell), "You did something earlier I didn't expect."
		lkcampbell says, "I haven't done much"
		DavidW says, "mmhm"
		lkcampbell says, "soooo..."
lkcampbell says (to ClubFloyd), "l" 		
CF ] Sunroom 0/57 		
CF | 		
CF | > L 		
CF | 		
CF | Sunroom 		
CF | A sunny room made mostly of windows. The living room is to the west. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "w" 		
CF ] Living Room 0/58 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room of your mother's house has been decorated exactly the 		
CF | same for as long as you can remember. The same old couch, for 		
CF | example. Your mother is in the kitchen to the north, preparing some 		
CF | sandwiches for lunch. Other rooms stretch off in usefully cardinal 		
CF | directions. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "n" 		
CF ] Kitchen 0/59 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A lovely kitchen, with lovely flowerly linoleum and mustard yellow 		
CF | appliances. The fridge, which once displayed your homework and art 		
CF | projects, now stands naked and alone. A small pantry is to the east, 		
CF | and the living room is back south. 		
CF | 		
CF | You can see Mother here. 		
CF | 		
CF | Stev wanders in from Pantry. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "open fridge" 		
CF ] Kitchen 0/60 		
CF | 		
CF | > OPEN FRIDGE 		
CF | 		
CF | You open the fridge. 		
CF | 		
CF | Stev wanders off to Pantry. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "search fridge" 		
CF ] Kitchen 0/61 		
CF | 		
CF | > SEARCH FRIDGE 		
CF | 		
CF | The fridge is empty. 		
CF | 		
CF | Stev wanders in from Pantry. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "put sandwich in fridge" 		
CF ] Kitchen 0/62 		
CF | 		
CF | > PUT SANDWICH IN FRIDGE 		
CF | 		
CF | You need to be holding the sandwich before you can put it into 		
CF | something else. 		
CF | 		
CF | Stev wanders off to Pantry. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "look under fridge" 		
CF ] Kitchen 0/63 		
CF | 		
CF | > LOOK UNDER FRIDGE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | Stev wanders in from Pantry. 		
CF | 		
CF | "Trying to refridgerate the whole house, are you?" says your mother. 		
CF | She turns away from her sandwiches and closes the fridge door. 		
CF | 		
CF | > 		Knight_Otu says, "Hey."
		lkcampbell says, "that looks promising"
		Jacqueline exclaims, "Mother is alive!"
		DavidW says, "And now the sandwiches are unprotected."
lkcampbell says (to ClubFloyd), "take sandwich" 		
CF ] Kitchen 0/64 		
CF | 		
CF | > TAKE SANDWICH 		
CF | 		
CF | While her back is turned, you quickly grab and hide a sandwich. 		
CF | 		
CF | Taken. 		
CF | 		
CF | Stev wanders off to Living Room. 		
CF | 		
CF | > 		Jacqueline says, "Dang"
		Knight_Otu exclaims, "And she speaks!"
lkcampbell says (to ClubFloyd), "l" 		
CF ] Kitchen 0/65 		
CF | 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | A lovely kitchen, with lovely flowerly linoleum and mustard yellow 		
CF | appliances. The fridge, which once displayed your homework and art 		
CF | projects, now stands naked and alone. A small pantry is to the east, 		
CF | and the living room is back south. 		
CF | 		
CF | You can see Mother here. 		
CF | 		
CF | Your mother gets back to making sandwiches. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "s" 		
CF ] Living Room 0/66 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room of your mother's house has been decorated exactly the 		
CF | same for as long as you can remember. The same old couch, for 		
CF | example. Your mother is in the kitchen to the north, preparing some 		
CF | sandwiches for lunch. Other rooms stretch off in usefully cardinal 		
CF | directions. 		
CF | 		
CF | Stev wanders in from Lobby. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "give sandwich to stev" 		
CF ] Living Room 0/67 		
CF | 		
CF | > GIVE SANDWICH TO STEV 		
CF | 		
CF | You give the sandwich to Stev. 		
CF | 		
CF | Stev wanders off to Lobby. 		
CF | 		
CF | > 		DavidW says, "OOPS"
		DavidW says, "UNDO THAT"
lkcampbell says (to ClubFloyd), "undo" 		
CF ] Living Room 0/66 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Living Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "i" 		
CF ] Living Room 0/67 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a sandwich 		
CF | 		
CF | Stev wanders off to Kitchen. 		
CF | 		
CF | > 		Knight_Otu says, ""Didn't make more sandwiches than that? Oh well.""
		Roger says, "that's the only bug (of many) that I feel bad about; sorry."
		DavidW says, "You need to drop it for him to find."
lkcampbell says (to ClubFloyd), "drop sandwich" 		
CF ] Living Room 0/68 		
CF | 		
CF | > DROP SANDWICH 		
CF | 		
CF | Dropped. 		
CF | 		
CF | Stev wanders in from Kitchen. 		
CF | 		
CF | Stev spits out your card to wolf down a sandwich. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "take card" 		
CF ] Living Room 0/69 		
CF | 		
CF | > TAKE CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | Stev wanders off to Lobby. 		
CF | 		
CF | > 		Jacqueline exclaims, "Get it!"
lkcampbell says (to ClubFloyd), "l" 		
CF ] Living Room 0/70 		
CF | 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | The living room of your mother's house has been decorated exactly the 		
CF | same for as long as you can remember. The same old couch, for 		
CF | example. Your mother is in the kitchen to the north, preparing some 		
CF | sandwiches for lunch. Other rooms stretch off in usefully cardinal 		
CF | directions. 		
CF | 		
CF | Stev wanders in from Lobby. 		
CF | 		
CF | > 		Jacqueline says, "And never pet that dog again."
lkcampbell says (to ClubFloyd), "n" 		
CF ] Kitchen 0/71 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A lovely kitchen, with lovely flowerly linoleum and mustard yellow 		
CF | appliances. The fridge, which once displayed your homework and art 		
CF | projects, now stands naked and alone. A small pantry is to the east, 		
CF | and the living room is back south. 		
CF | 		
CF | You can see Mother here. 		
CF | 		
CF | Stev wanders in from Living Room. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "give card to mother" 		
CF ] Kitchen 0/71 		
CF | 		
CF | > GIVE CARD TO MOTHER 		
CF | 		
CF | Your thoughtful gift makes you mother so happy you could almost cry. 		
CF | 		
CF | You give the card to Mother. 		
CF | 		
CF | 		
CF | 		
CF | *** *** YOU ARE A GOOD CHILD. *** *** 		
CF | 		
CF | 		
CF | In that game you scored 0 out of a possible 0, in 71 turns. 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game or QUIT? 		
CF | > 		Knight_Otu says, "Poor Stev."
		DavidW says, "yay!"
		MoyTravis says, "Hooray."
		lkcampbell says, "actually I was a good child when I shut the fridge"
		Jacqueline says, "Poor Stev? What about poor us that mother ignores us unless we left the fridge open or have a poem for her."
		DavidW says, "Yes you were."
		Roger says, "she's tough but fair"
		lkcampbell says, "I had to be a bad child to be a good child"
		DavidW says, "Yes."
		DavidW says, "A lesson for you."
		Roger says, "The writing stands up slightly better than I was expecting; the implementation, much worse."
		Jacqueline says (to Roger), "Earn those sandwiches, child."
		Jacqueline asks, "So, um, on to the game that shall merit the Adult tag, then?"
		DavidW says, "Please yes!!!"
		Roger says, "I /think/ the reason for so many pointless rooms is that I was impressing myself with the wandering NPC code, which I almost certainly cut-and-pasted from the manual"
Jacqueline says (to ClubFloyd), "quit" 		
CF | > 		
CF | > QUIT 		
CF | debugcheapnitfol quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		Roger exclaims, "thanks for playing, CF!"
		Jacqueline says (to Roger), "It's a cute little game."
		Roger says, "and yes now on to Trucker mayhem"
		Jacqueline asks, "When did you write it?"
		Roger says, "15 years ago, looks like"
		Jacqueline asks, "And was it for an event, or a gift for your mother, or ... ?"
		Roger says, "it was a speed-IF"
		Karona exclaims, "Thank you for sharing it with us, Roger!"
		Jacqueline says, "Aw. You should give it to your mother one year and say, "You inspired me to write this work of fiction. Love you, mom.""
		Jacqueline says, "Though perhaps it's not as autobiographical as I'm imagining it to be."
		Jacqueline says, "(Hopefully it is not.)"
		Jacqueline says, "(You're so well-adjusted I'm sure your mom is great.)"
		lkcampbell says, "Well, it's time for Roger to make a sequel so we have a new game for next year"
		Jacqueline exclaims, "Yes!"
		Roger exclaims, "apparently!"
Jacqueline says (to ClubFloyd), "load sleepmask mothertrucker" 		
CF says (to Jacqueline), "CF doesn't know that game." 		Roger says, "or if I start now, something for Dad Day"
		DavidW says, "meanmothertrucker"
		Jacqueline exclaims, "Oh. Thanks!"
Jacqueline says (to ClubFloyd), "load sleepmask meanmothertrucker" 		
CF ] Parking Lot 		
CF | 		
CF | 		
CF | 		
CF | A hot dry wind hits you in the face as you hop from the cab of your 		
CF | truck. For miles, beyond the few ramshackle buildings that make up the 		
CF | town of Desecration, Nevada, all you see is the parched hellscape of 		
CF | the Santo Diablo Desert... except to the south where the infamous 		
CF | stretch of widow-making highway known as The Devil's Taint snakes 		
CF | through the foothills of the treacherous Spiketop Mountains. This is 		
CF | the last stop before you have to make that dangerous run. Some might 		
CF | say that driving a 35 ton truck carrying another 5 tons of USDA 		
CF | Grade-A certified artichokes down a winding, one lane mountain road is 		
CF | sheer madness... but a trucker lives for excitement! 		
CF | 		
CF | Well... excitement and maybe a smidge of companionship. There's 		
CF | something you need to do here in Desecration, before you run the 		
CF | Devil's Taint. Someone that you need you see. 		
CF | 		
CF | (For quick help, type HELP) 		
CF | Mean Mother Trucker 		
CF | An Interactive Fiction by Bitter Karella 		
CF | Release 1 / Serial number 210319 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | > 		Jacqueline says, "oh gosh"
		Knight_Otu asks, "Holy devil desert you say?"
		MoyTravis says, "This seems fun. Good first impression."
		DavidW says, "I like everything Bitter Karella writes."
		Jacqueline says, "Yeah"
		Jacqueline asks (of DW), "Is this (no pun intended) a game that needs a driver?"
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Parking Lot 		
CF | > 		
CF | > X ME 		
CF | 		
CF | It's you, "Big Ester" Gruberman, 300 pounds of Grade A marbled road 		
CF | muscle packed into a torn tank top and shredded denims, your souvenir 		
CF | BIG DICK'S SHRIMP SHACK baseball cap pulled down over your buzzcut and 		
CF | your toothpick firmly jammed into that gap between your incisors. 		
CF | Like you told your three ex-wives, you're a woman of the road, more at 		
CF | home in the cab of your big rig, the 18-Wheeler Squealer, than in any 		
CF | non-mobile house. You are, in the lingo of the road, a mean mother 		
CF | trucker. 		
CF | 		
CF | > 		DavidW says, "um, I don't think there are really any timed sequences."
		Jacqueline says, "Thanks."
Roger says (to floyd), "about" 		
CF ] Parking Lot 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline says, "We're all Big Ester, it would seem."
		Roger says, "okay then"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Parking Lot 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a baseball cap (being worn) 		
CF | a tank top (being worn) 		
CF | jeans (being worn) 		
CF | 		
CF | "Telling me I can't loiter here, I'll loiter where ever I want," 		
CF | mutters the hitchhiker. "Stupid cop, thinks he can tell me what to do 		
CF | just cuz he's got a gun!" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x hitchhiker" 		
CF ] Parking Lot 		
CF | > 		
CF | > X HITCHHIKER 		
CF | 		
CF | He's a gangly young man, barely 20, with long stringy hair and a 		
CF | week's worth of scruff on his chin and cheeks. He wears a ratty olive 		
CF | army jacket and has a knapsack slung over his shoulder. He keeps his 		
CF | thumb stubbornly cocked even as every passing car ignores him. 		
CF | 		
CF | The hitchhiker snorts and hocks a loogie to the pavement. 		
CF | 		
CF | > 		Roger says, "hey John Rambo looking for a good time"
		Jacqueline says, "Charming"
Jacqueline says (to ClubFloyd), "talk to hitchhiker" 		
CF ] Parking Lot 		
CF | > 		
CF | > TALK TO HITCHHIKER 		
CF | 		
CF | He looks up as you approach. "Hey, you headed down Highway 12?" he 		
CF | asks eagerly. "Could ya give me a lift?" 		
CF | 		
CF | You shake your head. "Ain't going that way," you say. "I'm driving 		
CF | down the Devil's Taint soon as I get my rig back on the road." 		
CF | 		
CF | His eyes bulge. "The Devil's Taint?! You're crazy, man, that's 		
CF | suicide! I ain't into that!" 		
CF | 		
CF | > 		Jacqueline asks, "Must we keep calling it the Devil's Taint? Must we?"
		Roger says, "yes"
		DavidW says, "yup"
		Jacqueline sighs.
		Roger says, "It's the Devil's, t'ain't it"
		Jacqueline frowns a little.
		Jacqueline asks, "Should we go in the buildings, then, before we run our rig off the road?"
		DavidW says, "Yes."
		Roger says, "we're out of the truck, I think"
		DavidW says, "You can enter the truck, of course, but can't drive just yet."
		DavidW says, "You need something from this town."
		Jacqueline says, "We can go to the diner, or the gas station, or look around in our truck."
		Roger says, "I might need to pretend that 'asparagus' is a codeword for a particularly egregious form of human trafficking"
		Jacqueline says, "I'm just glad it's not eggplants."
		Roger says, "let us examine our truck home"
Jacqueline says (to ClubFloyd), "in" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | 18-Wheeler Squealer 		
CF | The cab of the 18-Wheeler Squealer is cramped but comfortable, just 		
CF | two bucket seats and a dashboard full of knobs, gears, rocker 		
CF | switches, buttons, dials, gauges, and everything else that you need to 		
CF | control a full 80,000 pounds of Detroit steel as it barrels down the 		
CF | highway. You can go OUT to the parking lot. 		
CF | 		
CF | You can see a rear view mirror, a dashboard, a glove box (closed) and 		
CF | a CB radio here. 		
CF | 		
CF | > 		Roger says, "see if she's got one of those fancy funnels in there"
Jacqueline says (to ClubFloyd), "open glove box" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > OPEN GLOVE BOX 		
CF | 		
CF | You open the glovebox, revealing some paperwork and a bottle of 		
CF | caffeine pills. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paperwork" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > TAKE PAPERWORK 		
CF | 		
CF | You don't need that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x pills" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > X PILLS 		
CF | 		
CF | These little guys have saved your bacon more than once on a long-haul 		
CF | cross country drive when you just didn't have the time to waste 		
CF | sleeping. 		
CF | 		
CF | > 		Jacqueline says, "Oh, just caffeine, not speed."
Jacqueline says (to ClubFloyd), "take pills" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > TAKE PILLS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline asks, "So this isn't a sleeper truck or whatever? This is it?"
		DavidW says, "So many pills in IF are sleeping pills. It's unusual have waking pills."
		Jacqueline says (to DW), "True"
		DavidW asks, "What do you mean by sleeper truck?"
		Roger says, "with the little bed in the back"
		DavidW says, "There's no hidden migrants or cocaine or anything illegal."
		Jacqueline says, "A lot of trucks are actually a little mobile house. With a bed or even a little kitchenette thing."
		DavidW says, "If there's a bed in the back, it's not part of the game."
		Jacqueline says, "okay"
		Jacqueline asks, "Shall we go to the gas station next, then the diner?"
		Roger says, "sure"
Jacqueline says (to ClubFloyd), "out" 		
CF ] Parking Lot 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | "Lousy no good cop, who does he think he is," mumbles the hitchhiker 		
CF | under her breath as he squints at the passing cars. 		
CF | 		
CF | > 		Roger says, "might need to buy a thousand bucks of gas"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard, a roadkill armadillo and a biker gang here. 		
CF | 		
CF | > 		Roger says, "That escalated quickly"
		Knight_Otu says, "Well, that's a collection."
		Jacqueline says (to Roger), "Nah, gonna coast down the Taint. Not gonna need any gas."
		Jacqueline says, "I feel like we could have seen that biker gang from farther away, but such is IF locations"
Jacqueline says (to ClubFloyd), "x lizard" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > X LIZARD 		
CF | 		
CF | She's a small soft woman with big coifed blonde hair, in jean cut-off 		
CF | shorts so short that you can see ALL of her long smooth legs and a 		
CF | crop-top so tight that you can see the indents of her nipple rings 		
CF | through the taut fabric. She lounges against the gas pumps, suckling 		
CF | at a cherry lollipop and eying you with idle interest. 		
CF | 		
CF | The lot lizard slides her hands into her back pockets and smiles at 		
CF | you. 		
CF | > 		MoyTravis says, "...I was expecting a literal lizard."
		Jacqueline says, "Oh. Sorry about that."
		Roger says, "She can also be a literal lizard, if you like."
		Jacqueline says (to Roger), "You've been playing too much Skyrim."
		Roger says, "guiltyt"
		Jacqueline says, "heh"
		DavidW says, "I haven't come across this phrase for a hooker before, but I caught on quickly."
Jacqueline says (to ClubFloyd), "x armadillo" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > X ARMADILLO 		
CF | 		
CF | Another casualty of the open road, this armadillo is freshly dead but 		
CF | fused to the road by the intense desert heat. 		
CF | 		
CF | "Hmmm, anyone looking for a good time, baby?" says the lot lizard 		
CF | with a sly grin. 		
CF | > 		Roger says, "second game in a row with roadkill"
		Jacqueline says, "I wonder if, as in Lydia's Heart, we'll use that dead armadillo to make a friend."
		Jacqueline says (to Roger), "I don't mean to be pedantic, but your speed IF lacked roadkill."
		Jacqueline says, "So please address that in your next game."
		Roger says, "yes ma'am"
Jacqueline says (to ClubFloyd), "x gang" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > X GANG 		
CF | 		
CF | A rough-and-tumble group of ne'er-do-well trouble-makers, wearing 		
CF | leather jackets and stahlhelm helmets. Surprisingly, they appear to be 		
CF | having a prayer circle as their bikes refuel, but they keep sneaking 		
CF | glances at the lot lizard. 		
CF | 		
CF | The lot lizard slides her hands into her back pockets and smiles at 		
CF | you. 		
CF | > 		Knight_Otu says (to Jacq), "To be fair, there weren't any roads to carry roadkill."
		Karona says, "My mother used to tell me, "Any friend who cannot be made with a dead armadillo is not a friend worth having.""
		DavidW says (to Jacqueline), "Maybe if you pushed the fridge onto poor Stev..."
		Jacqueline says (to KO), "Stev could have brought in something from outside and left it in mother's lobby."
		Jacqueline says, "It could have been a thing."
		Roger says, "you've discovered the easter egg about why Mom doesn't drive any more. But anyway."
		Jacqueline says (to Karona), "So true."
		Knight_Otu says, "Accepted."
		Jacqueline says (to Roger), "OH NO"
		Roger says, "It's sort of weird the hitchhiker isn't hanging out over here too"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Last Chance Service Station 		
CF | The lot of the service station is empty but for oil stains on the 		
CF | asphalt. The Last Chance Gas Station is to the EAST, the garage is to 		
CF | the WEST. 		
CF | 		
CF | You can see a sleeping dog here. 		
CF | 		
CF | > 		DavidW says, "Gotta spread out the NPCs a little, y'know."
		Jacqueline says (to Roger), "Well, I guess he's more out towards the road, looking for pickups."
		Jacqueline says, "As opposed to here, where it's the lot lizard looking for ... pickups."
		Jacqueline says, "I sense a dog who needs an armadillo."
Jacqueline says (to ClubFloyd), "x dog" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | It's a big fat doberman wearing a spiked collar, snoring loudly as 		
CF | lays splayed before the garage door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Last Chance Service Station 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Last Chance Service Station 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "Just checking to see if UNDO is a thing"
Jacqueline says (to ClubFloyd), "pet dog" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > PET DOG 		
CF | 		
CF | You pet the sleeping dog. It grunts, farts, and flops over. Otherwise, 		
CF | the dog does not react. 		
CF | 		
CF | > 		Jacqueline says, "I did not expect that."
Roger says (to floyd), "wake sleeping dog" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > WAKE SLEEPING DOG 		
CF | 		
CF | That seems unnecessary. 		
CF | 		
CF | > 		Roger says, "missed opportunity"
		Knight_Otu says, "Didn't steal our truck, at least."
		Karona says, "That is a good-natured doggy, I am sure."
		Jacqueline says, "Apparently it is. Or at least a very sleepy doggy."
Roger says (to floyd), "take collar from dog" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > TAKE COLLAR FROM DOG 		
CF | 		
CF | That seems to belong to the sleeping dog. 		
CF | 		
CF | > 		Roger says, "yes I know give it to me"
		Jacqueline asks, "Go back east?"
		Knight_Otu says, "Let sleeping dogs keep their spiked collar."
		Knight_Otu says, "Sure."
		Roger says, "why not west to garage"
		Jacqueline says, "Oh. Sure."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the garage door) 		
CF | You can't get past while that dog is in the way. 		
CF | 		
CF | > 		Jacqueline asks, "We... we can't?"
		DavidW says, "That's why."
		Roger says, "oh that's why"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard, a roadkill armadillo and a biker gang here. 		
CF | 		
CF | > 		Roger says, "yep this looks like a job for roadkill, but let's keep keeping on"
Jacqueline says (to ClubFloyd), "take armadillo" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > TAKE ARMADILLO 		
CF | 		
CF | It's stuck to the asphalt; you're not getting it loose without some 		
CF | sort of implement. 		
CF | 		
CF | > 		Roger says, "also possibly a job for caffeine pills"
		Jacqueline asks, "Gosh, this ol' puzzle again?"
		Roger says, "those are safe for dogs probablyu"
		lkcampbell says, "the parallels are uncanny"
		DavidW says, "Some puzzles do uncannily repeat."
		Roger says, "such is the nature of IF puzzles"
		Jacqueline says, "It's just hilarious that it's only the second time I've seen this sort of puzzle, and the other time was from an old game that I just happen to have played."
		Jacqueline says, "Like, really recently."
		Knight_Otu says, "I'll get sceptical when we have to spill asphalt to destroy figurines to de-eldritchify the road ahead."
		Jacqueline exclaims, "Serendipity!"
		Jacqueline says (to KO), "Gosh"
		Jacqueline says, "Okay, so keep your eyes out for armadillo-prying implements."
		Knight_Otu says, "I mean, it could happen."
		DavidW says, "There is one figurine in this game but it's a good one, not an evil one."
		Jacqueline asks, "Diner next?"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Parking Lot 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Diner 		
CF | The Last Chance Diner is the last eating establishment along Route 666 		
CF | before the Devil's Taint, so among truckers it's often joked that a 		
CF | burger or a steak consumed here could literally be your last meal -- 		
CF | so make it count. The atmosphere is casual but cranky, and the room is 		
CF | packed with hungry diners enjoying home-style cooking. The kitchen, 		
CF | where a short order cook scrambles to fulfill orders, is visible 		
CF | through an open window behind the counter, and there are seating 		
CF | booths available for paying customers. A gumball machine and a 		
CF | cigarette machine are by the door, which opens onto the parking lot to 		
CF | the SOUTH. A door to the NORTH leads to the back lot. 		
CF | 		
CF | You can see a gumball machine, a cigarette machine, a short order 		
CF | cook, a cop, a chalk menu and a waitress here. 		
CF | 		
CF | > 		Roger says, "hey it's that no-good cop"
Jacqueline says (to ClubFloyd), "read menu" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > READ MENU 		
CF | 		
CF | It's a blackboard standee, upon which is written: DAILY SPECIAL! ASK 		
CF | FLO ABOUT OUR FAMOUS BLACK COFFEE. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask flo about coffee" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT COFFEE 		
CF | 		
CF | The waitress smiles at you as you try to catch her attention, but she 		
CF | can't quite break away from the cop's attention. He continues to 		
CF | yammer at his captive audience even as the waitress's eyes communicate 		
CF | to you that she's desperate to get away from him. 		
CF | 		
CF | "Yup yup, I don't think hero is too strong a word for what us boys in 		
CF | blue do everyday," says the cop smugly. "If it wasn't for us, who know 		
CF | how many hitchhikers might be loitering around?" 		
CF | 		
CF | > 		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "ask cop about cop" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT COP 		
CF | 		
CF | "I'm the thin blue line that keeps the peace," says Grumbowski. "So is 		
CF | it too much to ask that I shouldn't have to deal with rejection? 		
CF | Pretty sure that it's illegal for a woman to not date me." The 		
CF | waitress chuckles politely at the "joke," but she really seems 		
CF | uncomfortable. 		
CF | 		
CF | > 		Roger says, "hmmm I feel bad about telling cop about hitchhiker, but..."
		Jacqueline says, "Oh, but it would pry him away. Yeah."
Jacqueline says (to ClubFloyd), "tell cop about hitchhiker" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL COP ABOUT HITCHHIKER 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		Knight_Otu says, "Man, what a creeper cop."
		MoyTravis says, "I think that's the solution but I hate this cop."
		Roger says, "wow I'm really surprised that didn't work"
		DavidW says, "Hm. I hadn't tried that, but it could've been an alternate solution."
		MoyTravis says, "Okay maybe it's not the solution."
		Jacqueline says, "huh"
Jacqueline says (to ClubFloyd), "buy coffee" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > BUY COFFEE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "I mean, 'yay' for the game not requiring us to be that kinda person, but still"
		Jacqueline says, "I'm surprised, yeah."
Jacqueline says (to ClubFloyd), "x cook" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > X COOK 		
CF | 		
CF | The cook is a large doughy man with a shaved head and a mouthful of 		
CF | crooked teeth. A tattoo on his shoulder depicts a pair of crossed 		
CF | spatulas above the words BORN TO GRILL in ornate gothic font. Through 		
CF | the steam and smoke of the kitchen, you can see him expertly flipping 		
CF | burgers on gas-fueled flat-top grill. 		
CF | 		
CF | The cop continues to blather; the waitress looks like she's about to 		
CF | cry from boredom. 		
CF | 		
CF | > 		
Roger says (to floyd), "erase menu" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ERASE MENU 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Roger says (to floyd), "clean menu" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > CLEAN MENU 		
CF | 		
CF | You rub the chalk menu. 		
CF | 		
CF | "Now some people might call me a hero for putting my life on the line 		
CF | to serve and protect," says the cop, hitching his thumbs into his belt 		
CF | and leaning over the counter toward the waitress. "I would be one of 		
CF | those people." 		
CF | 		
CF | > 		Roger says, "they really are casual here"
		Roger says, "maybe he'll care more about the lizard or the gang"
Jacqueline says (to ClubFloyd), "x gumball machine." 		
CF ] Last Chance Diner 		
CF | > 		
CF | > X GUMBALL MACHINE. 		
CF | 		
CF | For a quarter, you can get a gumball. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x cigarette machine" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > X CIGARETTE MACHINE 		
CF | 		
CF | For a fiver, you can get a pack of cigarettes. You don't have a fiver, 		
CF | but you remember seeing someone once knock some cigarettes lose just 		
CF | by shoving the machine. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "shove cigarette machine" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > SHOVE CIGARETTE MACHINE 		
CF | 		
CF | Quickly scanning the restaurant to make sure that no one is paying 		
CF | attention, you quickly rock the cigarette machine back and forth until 		
CF | a pack of cigarettes is dislodged and falls into the retrieval tray. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take cigarettes" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TAKE CIGARETTES 		
CF | 		
CF | Which do you mean, the cigarette pack or the cigarette machine? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take cigarette pack" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TAKE CIGARETTE PACK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "shove gumball machine" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > SHOVE GUMBALL MACHINE 		
CF | 		
CF | You shake it but the mechanism is too well designed to lose any 		
CF | gumballs. You're not gonna get any for free. 		
CF | 		
CF | > 		Roger says, "I'm not sure how I feel about this sort of 'puzzle' design"
		Knight_Otu says, "Obviously we want the whole machine."
		Jacqueline says (to KO), "ha"
		Jacqueline says, "Yeah, I guess there is code that allows to pre-disambiguate that. That's fair."
Jacqueline says (to ClubFloyd), "ask cook about cop" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COOK ABOUT COP 		
CF | 		
CF | "I don't got time to chat about that," says the cook. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cook about waitress" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COOK ABOUT WAITRESS 		
CF | 		
CF | "I don't got time to chat about that," says the cook. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cop about waitress" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT WAITRESS 		
CF | 		
CF | "Yup yup," says Grumbowski. "Flo loves to hear all about my heroism as 		
CF | an officer in the highway patrol. You know, Flo, it's cuz of ME that 		
CF | it's safe in this town. You should be more grateful." Flo smiles 		
CF | uncomfortably. 		
CF | 		
CF | > 		Jacqueline says, "ew"
		MoyTravis asks, "Ask him about hitchiker...?"
Jacqueline says (to ClubFloyd), "ask cop about hitchhiker" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT HITCHHIKER 		
CF | 		
CF | "A real no-good-nik punk, that kid," snarls Grumbowski. "I could tell 		
CF | he was trouble just from the look of him, so I gave him the boot. You 		
CF | should thank me for my heroism, Flo." 		
CF | 		
CF | "He wasn't causing any trouble--" starts Flo. 		
CF | 		
CF | "Oh he was planning on it, I know it," says Grumbowski. "I have a 		
CF | second sense about these things. I got cop instincts." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "tell cop about lizard" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL COP ABOUT LIZARD 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | The cop is regaling the waitress with one of his no doubt many many 		
CF | anecdotes. 		
CF | 		
CF | > 		MoyTravis says, "Man I do not like cop man."
		DavidW says, "You're not supposed to like him."
Jacqueline says (to ClubFloyd), "tell cop about lizard" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL COP ABOUT LIZARD 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | "The real heroes, of course, are us cops," says the cop. "People who 		
CF | give free coffee or donuts to cops are also heroic, but less so." 		
CF | 		
CF | > 		Knight_Otu asks, "A second sense you say?"
lkcampbell says (to ClubFloyd), "ask cop about lizard" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT LIZARD 		
CF | 		
CF | "I don't have time to deal with every little complaint from 		
CF | civilians," snarls Officer Grumbowski. "You just don't appreciate how 		
CF | we cops keep the peace. Lazy, lousy truckers." 		
CF | 		
CF | "Now some people might call me a hero for putting my life on the line 		
CF | to serve and protect," says the cop, hitching his thumbs into his belt 		
CF | and leaning over the counter toward the waitress. "I would be one of 		
CF | those people." 		
CF | 		
CF | > 		Roger says, "Your morals are suspect and your implementation is weak"
		Jacqueline says, "hahaha. I do like the line about free coffee and donuts."
		lkcampbell says, "seems to like ASK better than TELL"
		Roger says, "That is a good line"
		Knight_Otu says, ">SECRETLY FILM COP, PUT VIDEO ON SOCIAL MEDIA"
		DavidW says, "You can go north from here. You can try talking to the hitchhiker, lot lizard, or bikers. You also skipped a convenience store."
lkcampbell says (to ClubFloyd), "ask cop about bikers" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT BIKERS 		
CF | 		
CF | "Those bikers haven't done anything illegal yet that I can pin on 		
CF | them," says Grumbowski. "But I'll find something yet... or maybe just 		
CF | make it up." He guffaws as if he's just told a hilarious joke. 		
CF | 		
CF | The cop is regaling the waitress with one of his no doubt many many 		
CF | anecdotes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cop about dog" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT DOG 		
CF | 		
CF | "I don't have time to deal with every little complaint from 		
CF | civilians," snarls Officer Grumbowski. "You just don't appreciate how 		
CF | we cops keep the peace. Lazy, lousy truckers." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cop about cook" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT COOK 		
CF | 		
CF | "I don't have time to deal with every little complaint from 		
CF | civilians," snarls Officer Grumbowski. "You just don't appreciate how 		
CF | we cops keep the peace. Lazy, lousy truckers." 		
CF | 		
CF | "Once some kid at the donut barn tried to poison me, I sweat," says 		
CF | the cop. "I got super sick after eating 3 dozen glazed donuts at once, 		
CF | poison is the only logical explanation for that." 		
CF | 		
CF | > 		
Roger says (to floyd), "kick cop" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > KICK COP 		
CF | 		
CF | You don't want to do that. 		
CF | 		
CF | > 		Roger says, "wrong, game"
		Knight_Otu asks, "You sure, game?"
		MoyTravis says, "We definitely do."
		Jacqueline says, "I'm sure I don't. Violence is never the answer."
		Jacqueline asks, "So, explore more?"
lkcampbell says (to ClubFloyd), "yup" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > YUP 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		DavidW asks, "Have you met this cop's cousin, Beauregard Phelps?"
		lkcampbell says, "yup"
		Knight_Otu says, "I mean, in real life, yeah."
		Jacqueline says (to DW), "hahaha"
		Jacqueline says, "I have, actually."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Parking Lot 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | "On my way to the Big Rock Candy Mountain," hums the hitchhiker under 		
CF | his breath. "Man, I wish there really WAS a Big Rock Candy Mountain." 		
CF | 		
CF | > 		MoyTravis asks, "Weren't we just talking about how sometimes, violence IS the answer in these games?"
		DavidW says (to Moy), "Yes, you were."
		Jacqueline whispers to Travis, "Yes, that was my joke,:
		Jacqueline says, "darn typo"
		DavidW says, "And I'm glad you're trying it."
		Knight_Otu says, "But we'd be bringing trucker boots to a gun fight."
lkcampbell says (to ClubFloyd), "ask lizard about cop" 		
CF ] Parking Lot 		
CF | > 		
CF | > ASK LIZARD ABOUT COP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "Lizard is east of here."
		DavidW says, "er west"
		Jacqueline says, "Oops. Should I have gone N instead>"
lkcampbell says (to ClubFloyd), "ask hitchhiker about cop" 		
CF ] Parking Lot 		
CF | > 		
CF | > ASK HITCHHIKER ABOUT COP 		
CF | 		
CF | "Lousy cops," says the hitchhiker, scrunching up his face in disgust. 		
CF | "They're always hasslin" me, man! I'm just tryin" to live, ya dig? 		
CF | That lousy pig inside the diner said I gotta shove off or he's gonna 		
CF | run me in on some trumped up loitering charges! I tell ya, a fella 		
CF | can't get a break. He's just as bad as his pig of a boss, that damn 		
CF | Sgt. Kowalski! He hassled me the last town over." 		
CF | 		
CF | Kowalski! So that's the name of the local bear's superior officer. 		
CF | You file that information away for future reference; seems like it 		
CF | might be useful. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ask hitchhiker about lizard" 		
CF ] Parking Lot 		
CF | > 		
CF | > ASK HITCHHIKER ABOUT LIZARD 		
CF | 		
CF | He shrugs. "I don't know nothing about that." 		
CF | 		
CF | "Just you wait, I'm getting out of this one horse town," mutters the 		
CF | hitchhiker. "Then no lousy cop is gonna have Wavy Davey to kick around 		
CF | anymore!" 		
CF | 		
CF | > 		DavidW says, "North of diner will be necessary eventually."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Diner 		
CF | The Last Chance Diner is the last eating establishment along Route 666 		
CF | before the Devil's Taint, so among truckers it's often joked that a 		
CF | burger or a steak consumed here could literally be your last meal -- 		
CF | so make it count. The atmosphere is casual but cranky, and the room is 		
CF | packed with hungry diners enjoying home-style cooking. The kitchen, 		
CF | where a short order cook scrambles to fulfill orders, is visible 		
CF | through an open window behind the counter, and there are seating 		
CF | booths available for paying customers. A gumball machine and a 		
CF | cigarette machine are by the door, which opens onto the parking lot to 		
CF | the SOUTH. A door to the NORTH leads to the back lot. 		
CF | 		
CF | You can see a gumball machine, a cigarette machine, a short order 		
CF | cook, a cop, a chalk menu and a waitress here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cop about kowalski" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK COP ABOUT KOWALSKI 		
CF | 		
CF | Probably not a good idea to let the cop know you know who his 		
CF | dispatcher is. 		
CF | 		
CF | > 		Roger says, "have I regaled you all yet with my theory that all characters named Kowalski are actually Stanley Kowalski from A Streetcar Named Desire as played by Marlon Brando"
		Jacqueline says, "I don't believe you have, Roger."
		Roger says, "That's all there is."
		Jacqueline says, "Until now, I mean."
		Jacqueline says, "Yeah"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Back Lot 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Back Lot 		
CF | The back lot is an cramped space behind the diner, just an empty space 		
CF | full of trash and debris. A gangly young tree has broken through the 		
CF | concrete here, its branches tentatively reaching up toward the light. 		
CF | The Last Chance Diner is to the SOUTH, the mens room is to the WEST, 		
CF | and the womens room is to the EAST. 		
CF | 		
CF | You can also see a tree (in which is a stick) here. 		
CF | 		
CF | > 		Roger says, "Maybe we can tell the waitress about Kowalski"
		Karona says, "Regale on, Roger"
		Roger says, "ooh, stick"
		Jacqueline says (to Roger), "Oh yeah, good idea."
		Roger says, "and two truck-stop crappers"
		Jacqueline asks, "How are these weeds and trees growing through pavement in the hellscape of Desecration, NV?"
		Roger says, "obviously we need to climb the tree to look into the bathroom window"
		DavidW says, "sings, 'the circle of life...'"
		Knight_Otu says, "Tenaciously."
Jacqueline says (to ClubFloyd), "take stick" 		
CF ] Back Lot 		
CF | > 		
CF | > TAKE STICK 		
CF | 		
CF | You pull the stick out of the tree. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x stick" 		
CF ] Back Lot 		
CF | > 		
CF | > X STICK 		
CF | 		
CF | It's a stick. 		
CF | 		
CF | > 		Jacqueline asks, "Is it a stick that can pry a fried armadillo off of hot pavement, though?"
		Roger says, "time to... stick it to the man"
		Karona says, "That narration is a little unsatisfying."
		DavidW says (to Jacqueline), "It is not."
		Jacqueline says, "Oh"
		Jacqueline says, "Darn"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Back Lot 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the womens room door) 		
CF | You don't need to go. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Back Lot 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the mens room door) 		
CF | You didn't go through all that HRT just to use the men's room. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "climb tree" 		
CF ] Back Lot 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		Jacqueline asks, "Is this all just for the stick and the backstory, this location?"
		Karona says, "If part of a tree is already a stick, there should be some breaking or snapping."
		DavidW says, "Yes. More backstory is in the papers in the glove compartment that you didn't read."
		Jacqueline says (to Karona), "Maybe, or maybe it was just caught in the branches."
		Jacqueline says (to DW), "Oh, I guess since it didn't let me take the papers I didn't think to read them. I'll do that."
		Karona exclaims, "..Fair!"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Last Chance Diner 		
CF | The Last Chance Diner is the last eating establishment along Route 666 		
CF | before the Devil's Taint, so among truckers it's often joked that a 		
CF | burger or a steak consumed here could literally be your last meal -- 		
CF | so make it count. The atmosphere is casual but cranky, and the room is 		
CF | packed with hungry diners enjoying home-style cooking. The kitchen, 		
CF | where a short order cook scrambles to fulfill orders, is visible 		
CF | through an open window behind the counter, and there are seating 		
CF | booths available for paying customers. A gumball machine and a 		
CF | cigarette machine are by the door, which opens onto the parking lot to 		
CF | the SOUTH. A door to the NORTH leads to the back lot. 		
CF | 		
CF | You can see a gumball machine, a cigarette machine, a short order 		
CF | cook, a cop, a chalk menu and a waitress here. 		
CF | 		
CF | "The real heroes, of course, are us cops," says the cop. "People who 		
CF | give free coffee or donuts to cops are also heroic, but less so." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Parking Lot 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "in" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | 18-Wheeler Squealer 		
CF | The cab of the 18-Wheeler Squealer is cramped but comfortable, just 		
CF | two bucket seats and a dashboard full of knobs, gears, rocker 		
CF | switches, buttons, dials, gauges, and everything else that you need to 		
CF | control a full 80,000 pounds of Detroit steel as it barrels down the 		
CF | highway. You can go OUT to the parking lot. 		
CF | 		
CF | You can see a rear view mirror, a dashboard, a glove box and a CB 		
CF | radio here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open glove box" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > OPEN GLOVE BOX 		
CF | 		
CF | You open the glovebox, revealing some paperwork. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read paperwork" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > READ PAPERWORK 		
CF | 		
CF | Most of this paperwork is out of date and still uses your dead name. 		
CF | You'll need to get that fixed one of these days. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x mirror" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | The rear view mirror is used for viewing the road behind you, although 		
CF | it's pretty useless when you're hauling cargo. It's more useful for 		
CF | hanging the dried and dessicated forefoot of a rabbit, something that 		
CF | every trucker knows brings luck. And if you're gonna be running the 		
CF | Devil's Taint, you're gonna need all the luck you can get. 		
CF | 		
CF | > 		DavidW says, "I'd examine the dashboard too."
		Jacqueline says, "Maybe we also take a foot off of the armadillo."
		Jacqueline says, "(Kidding, hopefully we get a rabbit's foot in the store.)"
Jacqueline says (to ClubFloyd), "x dashboard" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > X DASHBOARD 		
CF | 		
CF | A collection of knobs, gears, rocker switches, buttons, dials, gauges, 		
CF | and everything else that you need to control a full 80,000 pounds of 		
CF | Detroit steel as it barrels down the highway. 		
CF | 		
CF | > 		Jacqueline says, "Okay, yeah. We'd seen that."
		DavidW says, "okay, you're done in here for now."
Jacqueline says (to ClubFloyd), "out" 		
CF ] Parking Lot 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | > 		Knight_Otu says, "An armadillo that got run over probably wasn't very lucky in the first place."
		Roger says, "awww no horn honking for me"
		Jacqueline says (to KO), "oof. Too true."
		DavidW says, "oh wait. There *was* something to do in the truck."
		DavidW says, "But it can wait."
		Jacqueline raises an eyebrow at David who is hinting at stuff but now we gotta go look because he hinted us away and is now hinting us back.
Jacqueline says (to ClubFloyd), "in" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | 18-Wheeler Squealer 		
CF | The cab of the 18-Wheeler Squealer is cramped but comfortable, just 		
CF | two bucket seats and a dashboard full of knobs, gears, rocker 		
CF | switches, buttons, dials, gauges, and everything else that you need to 		
CF | control a full 80,000 pounds of Detroit steel as it barrels down the 		
CF | highway. You can go OUT to the parking lot. 		
CF | 		
CF | You can see a rear view mirror, a dashboard, a glove box and a CB 		
CF | radio here. 		
CF | 		
CF | > 		
Roger says (to floyd), "honk horn" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > HONK HORN 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline asks (of Roger), "haha. Darn. That's not it?"
		Roger says, "hey radio"
Jacqueline says (to ClubFloyd), "look under seat" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > LOOK UNDER SEAT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Roger says (to floyd), "x radio" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > X RADIO 		
CF | 		
CF | It's a 2-way radio that allows you to communicate important 		
CF | information with fellow truckers while on the road, such as how to 		
CF | avoid the bears. If you set it to the right frequency, sometimes you 		
CF | can even trick the bears and send them off on a wild goose chase.... 		
CF | which means less hassle for a trucker like you! 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Jacqueline says, "oho"
		Roger says, "okay time to rat out Grubowski to Kowalski"
		Roger says, "or impersonate Kowalski, I guess"
		Jacqueline asks (of Roger), "Yeah, but how? Got an idea as to the approach?"
Jacqueline says (to ClubFloyd), "turn on radio" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > TURN ON RADIO 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		
Roger says (to floyd), "radio cop" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > RADIO COP 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Knight_Otu says, "I suspect Kowalski doesn't care that Grubowski is a creep."
Jacqueline says (to ClubFloyd), "x frequency" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > X FREQUENCY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW asks, "use radio?"
		Roger says, "hey don't ask us"
Jacqueline says (to ClubFloyd), "use radio" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > USE RADIO 		
CF | 		
CF | You pick up the radio's mic and hold it up to your mouth. What was 		
CF | that cop's pig boss again? Oh, right, Kowalski! "OFFICER GRUMBOWSKI," 		
CF | you bark in what you hold is a convincing facsimile of an angry cop 		
CF | voice. "THIS IS SGT KOWALSKI!! WHERE ARE YOU?! WE'VE GOT 		
CF | A...A...uh...A CODE 13 OUT ON HIGHWAY 12! GET YOUR ASS OUT HERE NOW!" 		
CF | 		
CF | "S-sarge?!" You can hear the fear in that bear's voice as it crackles 		
CF | over the radio frequency. "A...a code 13?! You mean there's an escaped 		
CF | circus chimp running loose on the road?" 		
CF | 		
CF | "Uh... YES! DID I STUTTER?? NOW MOVE IT OR I'LL HAVE YOUR BADGE ON MY 		
CF | DESK!!" 		
CF | 		
CF | "Yessir! Right away, sir!" 		
CF | 		
CF | You smile as you replace the mic. Hopefully, that'll get rid of that 		
CF | lousy cop. 		
CF | 		
CF | > 		
Roger says (to floyd), "score" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | There is no score in this story. 		
CF | 		
CF | > 		Jacqueline says, "hahahaha"
Jacqueline says (to ClubFloyd), "out" 		
CF ] Parking Lot 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | The hitchhiker adjusts his knapsack on his shoulder. 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Diner 		
CF | The Last Chance Diner is the last eating establishment along Route 666 		
CF | before the Devil's Taint, so among truckers it's often joked that a 		
CF | burger or a steak consumed here could literally be your last meal -- 		
CF | so make it count. The atmosphere is casual but cranky, and the room is 		
CF | packed with hungry diners enjoying home-style cooking. The kitchen, 		
CF | where a short order cook scrambles to fulfill orders, is visible 		
CF | through an open window behind the counter, and there are seating 		
CF | booths available for paying customers. A gumball machine and a 		
CF | cigarette machine are by the door, which opens onto the parking lot to 		
CF | the SOUTH. A door to the NORTH leads to the back lot. 		
CF | 		
CF | You can see a gumball machine, a cigarette machine, a short order 		
CF | cook, a chalk menu and a waitress here. 		
CF | 		
CF | > 		Knight_Otu says, "Nice how there's a two-digit code for that."
		Jacqueline says (to KO), "I used to be a ranger, and at one park I worked for, we had a two digit code for bears."
		Knight_Otu asks, "I mean bears, sure, but circus chimps?"
		Roger says, "but where is that bear? Hold on, let me get a bearing"
		Jacqueline says, "But sometimes people who weren't law enforcment would use the code in a really stealthy way, like saying, "We got a six-zero out here and she has cubs.""
		Jacqueline says, "(I do not recall if the code was 6-0, but I do recall someone using the code with 'and she has cubs' one time. I will not forget that."
		Jacqueline says (to KO), "Well, it *is* Nevada."
		Roger says, "beadwindow"
		DavidW asks, "Isn't the point of codes to make it less obvious what's been discussed?"
		Jacqueline says, "I'm guessing Nevada and Florida need codes for everything."
		Jacqueline says (to DW), "Exactly. That's what was hilarious about 'and she has cubs' - we all gave that person a bit of ribbing over that."
		Roger says, "maybe we can get coffee now"
Jacqueline says (to ClubFloyd), "ask flo about coffee" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT COFFEE 		
CF | 		
CF | "How about a cup of that famous coffee?" you ask. 		
CF | 		
CF | "Sure, thing, hun, coming right up," says Flo. She pours a big mug of 		
CF | black coffee and passes it to you with a wink. "Sure hope this'll help 		
CF | keep ya awake on those long hauls." 		
CF | 		
CF | You now have a cup of black coffee. 		
CF | 		
CF | > 		Knight_Otu says, "I'd guess there's also packing a longer description into a shorter phrase."
Jacqueline says (to ClubFloyd), "drink coffee" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > DRINK COFFEE 		
CF | 		
CF | Naw, then you'll just have to pee. 		
CF | 		
CF | > 		DavidW says, "You should talk to Flo about several topics."
		Karona exclaims, "OMG! I've met that waitress in real life!"
Jacqueline says (to ClubFloyd), "ask flo about hitchhiker" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT HITCHHIKER 		
CF | 		
CF | "He's just some kid out on his own in this world," says Flo. "I don't 		
CF | know why Grubowski is always giving him trouble. I think he just does 		
CF | it to show off. I'm glad he got called away by his dispatcher, this 		
CF | town is a lot more tolerable when he's not around. Sigh! Sometimes I'd 		
CF | love to just hitchhike out of this town just like that hitchhiker..." 		
CF | 		
CF | > 		Jacqueline says (to Karona), "heh"
Jacqueline says (to ClubFloyd), "tell flow about kowalski" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLOW ABOUT KOWALSKI 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tell flo about kowalski" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLO ABOUT KOWALSKI 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		DavidW says, "Wrong Flo"
Jacqueline says (to ClubFloyd), "tell flo about squealer" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLO ABOUT SQUEALER 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask flo about flo" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT FLO 		
CF | 		
CF | "How you doing, Flo?" you ask. 		
CF | 		
CF | "I'm fine, I'm fine, you know me," says Flo. "Just running the diner, 		
CF | like I always do. Sigh! Seems like there oughta be more to like than 		
CF | this, though. Sometimes I wish someone would just take me away from 		
CF | all this..." 		
CF | 		
CF | 		
CF | Now's the time to ask. "You don't gotta stay here, Flo," you say. 		
CF | "Why don't you come away with me and leave it all behind?" 		
CF | 		
CF | She appears to be thinking it over. "I couldn't," she says finally. 		
CF | "You're going over the Devil's Taint. I couldn't do that. It's too 		
CF | dangerous!" 		
CF | 		
CF | "What if I could promise you we'd make it out the other side safely?" 		
CF | 		
CF | A smile crosses her lips that melts your heart. God, her whole face 		
CF | lights up when she smiles. "You'd have to have some amazing luck for 		
CF | that to be true!" says Flo. "But if you can prove to me that's the 		
CF | kind of luck you have... then sure, hun, I'll come with you." 		
CF | 		
CF | > 		Jacqueline says, "Gotta get us a rabbit's foot, for sure."
		DavidW says, "mmm"
		Knight_Otu says, "How do you prove luck, I wonder."
		DavidW says, "Ask her about luck."
Jacqueline says (to ClubFloyd), "ask flo about luck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT LUCK 		
CF | 		
CF | "How can I prove my luck to you?" you ask. 		
CF | 		
CF | A smile crosses her lips that melts your heart. God, her whole face 		
CF | lights up when she smiles. "All the other truckers won't go over the 		
CF | Devil's Taint unless they got a rabbit foot on the rear view mirror 		
CF | and a St. Christopher statue on the dash," she says. "So I reckon 		
CF | that's a good start." 		
CF | 		
CF | > 		Knight_Otu says, ""See that armadillo? It's not me.""
		Jacqueline says, "Poor armadillo"
Jacqueline says (to ClubFloyd), "ask flo about armadillo]" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT ARMADILLO] 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask flo about armadillo" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT ARMADILLO 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Jacqueline says (to ClubFloyd), "ask flo about cook" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT COOK 		
CF | 		
CF | "There's a reason truckers all stop here for a bite to eat," says Flo. 		
CF | "And that's Roscoe's famous cooking. He's really been pouring himself 		
CF | into his work to help distract himself from his cravings. He's been 		
CF | trying to quit the smokes, you know." 		
CF | 		
CF | > 		Jacqueline asks, "Has he, now?"
		MoyTravis says, "oh dear"
		Jacqueline says, "I don't like that hint"
		MoyTravis says, "He has had the bad luck to be in the same general area as an adventure game protag."
		Knight_Otu says, "Don#t tempt the poor man back into bad habits."
Jacqueline says (to ClubFloyd), "give cigarette pack to cook" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > GIVE CIGARETTE PACK TO COOK 		
CF | 		
CF | "Thanks, pal," he says. "I guess I could afford to take a smoke 		
CF | break." He drops the spatula on the counter and gratefully takes the 		
CF | proffered cigarette before quickly scuttling out the back door. 		
CF | 		
CF | > 		DavidW says, "Oh, you could kick a dog but not give a guy lung cancer."
Jacqueline says (to ClubFloyd), "take spatula" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TAKE SPATULA 		
CF | 		
CF | He won't need this now. You take the spatula. 		
CF | 		
CF | > 		Jacqueline asks, "Gosh, I wonder what we could use that for????"
		Knight_Otu exclaims, "I couldn't!"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Parking Lot 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | "On my way to the Big Rock Candy Mountain," hums the hitchhiker under 		
CF | his breath. "Man, I wish there really WAS a Big Rock Candy Mountain." 		
CF | 		
CF | > 		DavidW says, "Gosh, I don't know what the spatula is for! (gleeful)"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard, a roadkill armadillo and a biker gang here. 		
CF | 		
CF | The lot lizard leans against the gas pump, stretching her arms above 		
CF | her head. 		
CF | > 		Knight_Otu says, "Shovel a dead armadillo off the pavement? Surely not."
Jacqueline says (to ClubFloyd), "pry armadillo with spatula" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > PRY ARMADILLO WITH SPATULA 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		DavidW says, "Take with"
Jacqueline says (to ClubFloyd), "take armadillo" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > TAKE ARMADILLO 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline says, "Or just take"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Last Chance Service Station 		
CF | The lot of the service station is empty but for oil stains on the 		
CF | asphalt. The Last Chance Gas Station is to the EAST, the garage is to 		
CF | the WEST. 		
CF | 		
CF | You can see a sleeping dog here. 		
CF | 		
CF | > 		DavidW says, "Hooray. The roadkill is all yours."
		Knight_Otu says, "Weird that it doesn't acknowledge that the spatula was necessary there."
Jacqueline says (to ClubFloyd), "open pills" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > OPEN PILLS 		
CF | 		
CF | They aren't something you can open. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put pill in armadillo" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > PUT PILL IN ARMADILLO 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "BK isn't on the best of terms with Inform 7."
Jacqueline says (to ClubFloyd), "put pills in armadillo" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > PUT PILLS IN ARMADILLO 		
CF | 		
CF | You consider stuffing the caffeine pills into the roadkill armadillo. 		
CF | Yeah, you feel like you'd be on the right track.... But are the pills 		
CF | REALLY strong enough to have any effect by themselves? Maybe if the 		
CF | pills were added to something that was stronger... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a roadkill armadillo 		
CF | a spatula 		
CF | a black coffee 		
CF | a stick 		
CF | some caffeine pills 		
CF | a baseball cap (being worn) 		
CF | a tank top (being worn) 		
CF | jeans (being worn) 		
CF | 		
CF | > 		Jacqueline says, "I took the coffee when I left? yay"
Jacqueline says (to ClubFloyd), "pour coffee on armadillo" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > POUR COFFEE ON ARMADILLO 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Knight_Otu says, "Double caffeinated coffee? My."
Jacqueline says (to ClubFloyd), "x coffee" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > X COFFEE 		
CF | 		
CF | It's a cup of black coffee, pretty good for keeping a body awake... 		
CF | although it could always do with an extra kick. 		
CF | 		
CF | > 		DavidW says, "I think it's pills in coffee, then coffee in armadillo."
Jacqueline says (to ClubFloyd), "put pills in coffee" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > PUT PILLS IN COFFEE 		
CF | 		
CF | You drop the caffeine pills into the coffee. Now you have a SUPER 		
CF | caffeinated coffee. Anyone who drinks this would IMMEDIATELY have to 		
CF | wake up. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put coffee in armadillo" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > PUT COFFEE IN ARMADILLO 		
CF | 		
CF | You pour the spiked coffee over the roadkill armadillo. It is 		
CF | absolutely saturated with caffeine now. This roadkill armadillo is 		
CF | something that'll REALLY wake you up. 		
CF | 		
CF | > 		Jacqueline says, "This is really gross."
		Jacqueline says, "It was already gross, now it's worse."
Jacqueline says (to ClubFloyd), "give armadillo to dog" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > GIVE ARMADILLO TO DOG 		
CF | 		
CF | "Hey boy! Hey boy! Look at this!" You say, waving the armadillo over 		
CF | the dog's head. It opens one bloodshot eye and struggles to its feet 		
CF | to take the armadillo in its mouth. 		
CF | 		
CF | The more the dog chews at the armadillo, the more excited it gets. 		
CF | Clearly the caffeine is working! Practically vibrating with new 		
CF | energy, the dog howls loudly and stands at attention. 		
CF | 		
CF | > 		MoyTravis asks, "...I, what are we even doing. Are we trying to get the dog to be hperactive?"
		MoyTravis exclaims, "I guess so!"
		DavidW says, "You're trying to get the dog away from the west door."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the garage door) 		
CF | You can't get past while that dog is in the way. 		
CF | 		
CF | > 		Jacqueline asks, "Hm. I woke it up but now I gotta get it to move, too, huh?"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a spatula 		
CF | a stick 		
CF | a baseball cap (being worn) 		
CF | a tank top (being worn) 		
CF | jeans (being worn) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "throw stick" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > THROW STICK 		
CF | 		
CF | "Get the stick, boy! Get the stick! Fetch!" you say as you throw the 		
CF | stick with all your might. The dog jumps in the air, barks happily, 		
CF | and bolts out of the service station lot, chasing in the direction 		
CF | that you threw the stick. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] garage 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | garage 		
CF | The garage is a large bare room. The walls are lined with shelves 		
CF | filled with oil cans, mechanic tools, and other odds and ends. The 		
CF | center of the room is dominated by the lowered lift, upon which is an 		
CF | old car. The car door is ajar. The Last Chance Service Station is to 		
CF | the EAST. 		
CF | 		
CF | You can see a car (closed) here. 		
CF | 		
CF | > 		DavidW says, "yes!"
		Roger says, "right into the highway"
		MoyTravis says, "Hooray."
		Jacqueline exclaims (at Roger), "Oh no!"
		Knight_Otu asks, "Also, doesn't coffee contain the same stuff that's in chocolate that's bad for dogs?"
		Roger says, "this is a lowercase kind of garage"
		Jacqueline asks (of KO), "Gosh, is it?"
		DavidW says, "Don't close the door. There's a bug that traps you if you do."
		Jacqueline says (to DW), "Oh. Got it, thanks."
		Knight_Otu says, "I#m not sure, but I think I read that some time."
		Roger says, "maybe theobromine"
Jacqueline says (to ClubFloyd), "look in car" 		
CF ] garage 		
CF | > 		
CF | > LOOK IN CAR 		
CF | 		
CF | You can't see inside, since the car is closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open car" 		
CF ] garage 		
CF | > 		
CF | > OPEN CAR 		
CF | 		
CF | You open the car, revealing a Saint Christopher bobblehead. 		
CF | 		
CF | > 		Jacqueline says, "YES"
Jacqueline says (to ClubFloyd), "take bobblehead" 		
CF ] garage 		
CF | > 		
CF | > TAKE BOBBLEHEAD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says (to Roger), "Yeah, that's what I'm thinking."
		Karona says, "Please don't let RL dogs (or cats!) get their paws on anything that contains caffeine."
		Jacqueline | >TAKE BOBBLEHEAD
		Jacqueline | Stolen
		lkcampbell says, "and don't feed pets roadkill"
		Jacqueline says, "And definitely don't feed pets roadkill covered in coffee or chocolate."
		DavidW says, "Next you'll be against smoking."
		Knight_Otu says, "Turns out IF is a bad teacher for IRL stuff."
		Jacqueline asks, "Yeah. Who knew?"
Jacqueline says (to ClubFloyd), "l" 		
CF ] garage 		
CF | > 		
CF | > L 		
CF | 		
CF | garage 		
CF | The garage is a large bare room. The walls are lined with shelves 		
CF | filled with oil cans, mechanic tools, and other odds and ends. The 		
CF | center of the room is dominated by the lowered lift, upon which is an 		
CF | old car. The car door is ajar. The Last Chance Service Station is to 		
CF | the EAST. 		
CF | 		
CF | You can see a car (empty) here. 		
CF | 		
CF | > 		DavidW says, "Let's see what's in the store."
		Roger says, "Saint Christopher is the one that shows up dog-headed sometimes"
		Jacqueline asks, "I'm guessing this was all to do here? To get the bobblehead?"
		DavidW says, "Yes"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Last Chance Service Station 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Last Chance Service Station 		
CF | The lot of the service station is empty but for oil stains on the 		
CF | asphalt. The Last Chance Gas Station is to the EAST, the garage is to 		
CF | the WEST. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard and a biker gang here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Convenience Store 		
CF | The Last Chance Convenience Store stocks a selection of everything 		
CF | and anything a trucker could possibly want, from beef jerky to pork 		
CF | rinds. A cashier sits behind the register, paging through a magazine. 		
CF | The lounge is to the NORTH, the Last Chance Gas Station is to the 		
CF | SOUTH. 		
CF | 		
CF | You can see a cashier, a store cooler (closed), a rack of skin mags 		
CF | and a jackelope here. 		
CF | 		
CF | "Ah! Looks like those clowns in congress are at it again," says the 		
CF | cashier, clucking his tongue as he turns a page in his magazine. "What 		
CF | a bunch of clowns!" 		
CF | > 		Roger says, "oh yeah, those Christian bikers"
		Jacqueline says, "I wonder if we need both the bobblehead and the foot to show that we're REALLY lucky"
Jacqueline says (to ClubFloyd), "x jackelope" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X JACKELOPE 		
CF | 		
CF | (the jackelope) 		
CF | It's a taxidermy oddity meant to draw in tourists and give kids 		
CF | something to gawk at, but it's very obviously just a ratty snowshoe 		
CF | hare with mule deer antlers mounted on its head. Its feet, designed 		
CF | for easily loping through snowbanks, are enormous; one of them seems 		
CF | to be loose. A hand-written sign posted on the wall above it says 		
CF | GENUINE 100% REAL AMERICAN JACKELOPE!! 		
CF | 		
CF | > 		lkcampbell says, "jackelope feet are lucky too"
		DavidW says, "For the Devil's Taint, you need both."
Jacqueline says (to ClubFloyd), "take foot" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > TAKE FOOT 		
CF | 		
CF | The foot is loose enough that you could probably break it off with 		
CF | your bare hands, but the cashier is standing right here. You'd rather 		
CF | not break his display while he's in visual range. 		
CF | 		
CF | "Ah, look! This celebrity has been photographed in an embarrassing 		
CF | situation!" says the cashier, pointing at an article in his magazine. 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a Saint Christopher bobblehead 		
CF | a spatula 		
CF | a baseball cap (being worn) 		
CF | a tank top (being worn) 		
CF | jeans (being worn) 		
CF | 		
CF | The cashier turns a page in his magazine. 		
CF | > 		Roger says, "St. Chris, patron saint of protecting those engaged in taint penetration"
Jacqueline says (to ClubFloyd), "x cooler" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X COOLER 		
CF | 		
CF | It's full of cold sodas, beer, and small styrofoam cups full of 		
CF | nightcrawlers. 		
CF | 		
CF | > 		Knight_Otu asks, "Do we need to be a bad kid again?"
		Jacqueline says, "I think so, yes."
Jacqueline says (to ClubFloyd), "x magazines" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X MAGAZINES 		
CF | 		
CF | Magazines like ZEPPELINS, SWEATER PUPPIES, and BIG BONKERS provide 		
CF | much-needed companionship for lonely nights on the road. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cashier about magazines" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > ASK CASHIER ABOUT MAGAZINES 		
CF | 		
CF | The cashier sighs heavily. "Those used to sell so fast! But for some 		
CF | reason, my biker clientele isn't interested in skin mags anymore. If 		
CF | something doesn't rekindle their interest, I don't know how much 		
CF | longer I can stay open..." 		
CF | 		
CF | "Ah, look! This celebrity has been photographed in an embarrassing 		
CF | situation!" says the cashier, pointing at an article in his magazine. 		
CF | > 		Roger says, "This feels like an odd twist"
		Jacqueline says, "So, this has something to do with the bikers and the lizard."
		DavidW says, "You won't be a bad kid! You'll be helping the local economy!"
		Jacqueline looks at David.
		DavidW says, "There's other stuff to look at here, but don't forget the lounge to the north."
Jacqueline says (to ClubFloyd), "x zeppelins" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X ZEPPELINS 		
CF | 		
CF | Magazines like ZEPPELINS, SWEATER PUPPIES, and BIG BONKERS provide 		
CF | much-needed companionship for lonely nights on the road. 		
CF | 		
CF | "Ah! Looks like those clowns in congress are at it again," says the 		
CF | cashier, clucking his tongue as he turns a page in his magazine. "What 		
CF | a bunch of clowns!" 		
CF | > 		
Jacqueline says (to ClubFloyd), "x nightcrawlers" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X NIGHTCRAWLERS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x beer" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X BEER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "You'll have to open the cooler to see those."
Jacqueline says (to ClubFloyd), "x pork rinds" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X PORK RINDS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open cooler" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > OPEN COOLER 		
CF | 		
CF | You open the store cooler, revealing soda, beer and nightcrawlers. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x nightcrawlers" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X NIGHTCRAWLERS 		
CF | 		
CF | Very useful for fish bait. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x soda" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X SODA 		
CF | 		
CF | All your favorite variations of high fructose corn syrup. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x beer" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > X BEER 		
CF | 		
CF | Who doesn't enjoy an ice cold beer at the end of the day? 		
CF | 		
CF | > 		Jacqueline asks, "We have no money, right?"
Jacqueline says (to ClubFloyd), "take beer" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > TAKE BEER 		
CF | 		
CF | You can't take that without paying. 		
CF | 		
CF | > 		Knight_Otu says, "I guess not."
		MoyTravis asks, ""buy beer"?"
Jacqueline says (to ClubFloyd), "buy beer" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > BUY BEER 		
CF | 		
CF | Nothing is on sale. 		
CF | 		
CF | "Ah, a new product has been released!" says the cashier. "That's 		
CF | something that one can purchase." 		
CF | > 		lkcampbell says, "are those magazine titles jokes or are those sexual euphemisms I don't know about"
		Jacqueline says, "Hm. That's a bug."
		Jacqueline says, "I think they are jokes and euphemisms."
		DavidW says (to lkcampbell), "both"
		Jacqueline says, "IF: Educating the Masses Inappropriately Since LGOP"
		DavidW says, "They're all about big mammaries."
		lkcampbell says, "ahhh"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Lounge 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Lounge 		
CF | The lounge is a small room set up with several metal folding chairs, 		
CF | an arcade game, and a soda machine. It is a place where truckers can 		
CF | relax between hauls. The Last Chance Convenience Store is to the 		
CF | SOUTH. 		
CF | 		
CF | You can see a soda machine and an arcade game here. 		
CF | 		
CF | > 		lkcampbell says, "that's sort of mother's day related then"
Jacqueline says (to ClubFloyd), "shove soda machine" 		
CF ] Lounge 		
CF | > 		
CF | > SHOVE SODA MACHINE 		
CF | 		
CF | You don't want to do that. 		
CF | 		
CF | > 		Jacqueline says (to Game), "I do, though."
Jacqueline says (to ClubFloyd), "x arcade game" 		
CF ] Lounge 		
CF | > 		
CF | > X ARCADE GAME 		
CF | 		
CF | It's an upright arcade cabinet of the classic game OCTOPUS JOE, a game 		
CF | in which you control a pixelated octopus to shoot olives at monkeys... 		
CF | or something. The graphics are kind of hard to decipher. A paper 		
CF | reading OUT OF ORDER is taped to the cabinet's screen. The arcade 		
CF | game has a coin return. 		
CF | 		
CF | > 		Knight_Otu says, "That's one way to think about it."
		lkcampbell says, "never heard zeppelins before"
Jacqueline says (to ClubFloyd), "search coin return" 		
CF ] Lounge 		
CF | > 		
CF | > SEARCH COIN RETURN 		
CF | 		
CF | In the coin return is a quarter. 		
CF | 		
CF | > 		MoyTravis says, "Dive for loose change."
Jacqueline says (to ClubFloyd), "take quarter" 		
CF ] Lounge 		
CF | > 		
CF | > TAKE QUARTER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		MoyTravis exclaims, "Hooray, 25 cents!"
		Jacqueline asks, "I guess we buy a gumball?"
		Roger says, "wooo, Barney City here we come"
		MoyTravis exclaims, "We can get a whole gumball with that!"
		DavidW says, "mmhm"
		Jacqueline asks, "And we want a gumball because it is there? Or for a reason? Or just for a reason we do not yet know?"
		Roger asks, "I dunno; can we buy a soda instead?"
Jacqueline says (to ClubFloyd), "buy soda" 		
CF ] Lounge 		
CF | > 		
CF | > BUY SODA 		
CF | 		
CF | Nothing is on sale. 		
CF | 		
CF | > 		DavidW says, "hmmmm, it's been hinted why you might want a gumball."
		Jacqueline says, "has it? Okay"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Last Chance Convenience Store 		
CF | The Last Chance Convenience Store stocks a selection of everything 		
CF | and anything a trucker could possibly want, from beef jerky to pork 		
CF | rinds. A cashier sits behind the register, paging through a magazine. 		
CF | The lounge is to the NORTH, the Last Chance Gas Station is to the 		
CF | SOUTH. 		
CF | 		
CF | You can see a cashier, a store cooler (in which are soda, beer and 		
CF | nightcrawlers), a rack of skin mags and a jackelope here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard and a biker gang here. 		
CF | 		
CF | > 		DavidW says, "Try asking the cashier about the lizard."
Jacqueline says (to ClubFloyd), "ask lizard about lizard" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > ASK LIZARD ABOUT LIZARD 		
CF | 		
CF | "Hmmm that sounds boring, hun," says the lot lizard. "I'd rather talk 		
CF | about something fun." 		
CF | 		
CF | "Hmmm, anyone looking for a good time, baby?" says the lot lizard 		
CF | with a sly grin. 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Convenience Store 		
CF | The Last Chance Convenience Store stocks a selection of everything 		
CF | and anything a trucker could possibly want, from beef jerky to pork 		
CF | rinds. A cashier sits behind the register, paging through a magazine. 		
CF | The lounge is to the NORTH, the Last Chance Gas Station is to the 		
CF | SOUTH. 		
CF | 		
CF | You can see a cashier, a store cooler (in which are soda, beer and 		
CF | nightcrawlers), a rack of skin mags and a jackelope here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cashier about lizard" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > ASK CASHIER ABOUT LIZARD 		
CF | 		
CF | "Hmm, is that so? Wow." The cashier clearly doesn't care about that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "cashier about bikers" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > CASHIER ABOUT BIKERS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask cashier about bikers" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > ASK CASHIER ABOUT BIKERS 		
CF | 		
CF | "They used to be my best customers," says Ranbir. "They bought so many 		
CF | skin mags that just their one annual visit, when they stop here on 		
CF | their way to the annual biker convention in Las Vegas, used to be 		
CF | enough to put my shop back in the black. But for some reason they 		
CF | just aren't buying skin mags anymore!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask cashier about lot lizard" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > ASK CASHIER ABOUT LOT LIZARD 		
CF | 		
CF | "Is she hanging out there in the gas station again?" He shakes his 		
CF | head. "She's gonna catch her death of cold out there!" 		
CF | 		
CF | > 		DavidW says, "hm. I guess the hint is elsewhere."
		Jacqueline asks, "Her... death of ... cold? In Nevada?"
		Jacqueline says, "I guess the desert gets cold at night."
		MoyTravis says, "Nights get cold."
		Knight_Otu asks, "I think it said she was chewing gum somewhere?"
		Jacqueline says, "Oh. Okay."
		Knight_Otu says, "But now I'm not sure."
		Jacqueline asks, "I still don't understand why that's my prob-- oh, so maybe she'll entice the religious bikers?"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard and a biker gang here. 		
CF | 		
CF | "Hmm love something sweet in my mouth," says the lot lizard, suckling 		
CF | at her candy. 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Parking Lot 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Diner 		
CF | The Last Chance Diner is the last eating establishment along Route 		
CF | 666 before the Devil's Taint, so among truckers it's often joked that 		
CF | a burger or a steak consumed here could literally be your last meal -- 		
CF | so make it count. The atmosphere is casual but cranky, and the room is 		
CF | packed with hungry diners enjoying home-style cooking. The kitchen is 		
CF | visible through an open window behind the counter, and there are 		
CF | seating booths available for paying customers. A gumball machine and a 		
CF | cigarette machine are by the door, which opens onto the parking lot to 		
CF | the south. A door to the north leads to the back lot. 		
CF | 		
CF | You can see a gumball machine, a cigarette machine, a chalk menu and a 		
CF | waitress here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "buy gumball" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > BUY GUMBALL 		
CF | 		
CF | Nothing is on sale. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get gumball" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > GET GUMBALL 		
CF | 		
CF | You can't carry that. 		
CF | 		
CF | > 		lkcampbell says, "she just said she wants something sweet in her mouth"
Jacqueline says (to ClubFloyd), "put quarter in gumball machine" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > PUT QUARTER IN GUMBALL MACHINE 		
CF | 		
CF | You push the quarter into the gumball machine and a large red gumball 		
CF | drops down into the slot. You take it. You now have a red gumball. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Back Lot 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Back Lot 		
CF | The back lot is an cramped space behind the diner, just an empty space 		
CF | full of trash and debris. A gangly young tree has broken through the 		
CF | concrete here, its branches tentatively reaching up toward the light. 		
CF | The Last Chance Diner is to the SOUTH, the mens room is to the WEST, 		
CF | and the womens room is to the EAST. 		
CF | 		
CF | You can also see a short order cook and a tree here. 		
CF | 		
CF | > 		Jacqueline says, "oops"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Last Chance Diner 		
CF | The Last Chance Diner is the last eating establishment along Route 		
CF | 666 before the Devil's Taint, so among truckers it's often joked that 		
CF | a burger or a steak consumed here could literally be your last meal -- 		
CF | so make it count. The atmosphere is casual but cranky, and the room is 		
CF | packed with hungry diners enjoying home-style cooking. The kitchen is 		
CF | visible through an open window behind the counter, and there are 		
CF | seating booths available for paying customers. A gumball machine and a 		
CF | cigarette machine are by the door, which opens onto the parking lot to 		
CF | the south. A door to the north leads to the back lot. 		
CF | 		
CF | You can see a gumball machine, a cigarette machine, a chalk menu and a 		
CF | waitress here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Parking Lot 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | The hitchhiker snorts and hocks a loogie to the pavement. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard and a biker gang here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give gumball to lot lizard" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > GIVE GUMBALL TO LOT LIZARD 		
CF | 		
CF | You know that she would like it, but just handing the gumball to her 		
CF | might not have the full effect that you need. Try dropping it. 		
CF | 		
CF | The lot lizard slides her hands into her back pockets and smiles at 		
CF | you. 		
CF | > 		Jacqueline says, "Oh. Oh dear."
		MoyTravis says, "What."
		Knight_Otu says, "EW. Road gum."
		Jacqueline says, "Oh dear or dear."
Jacqueline says (to ClubFloyd), "drop gumball" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > DROP GUMBALL 		
CF | 		
CF | You drop the gumball. The lot lizard bends over to pick it up. The 		
CF | bikers react in tandem to the sight of her pert denim-clad backside 		
CF | pointing right at them. Despite the admonishments of their leader, 		
CF | the gang immediately runs into the convenience store. Moments later, 		
CF | they emerge again, each carrying several skin mags under their arms. 		
CF | They jump on their bikes and drive off. 		
CF | 		
CF | "Hmmm, anyone looking for a good time, baby?" says the lot lizard 		
CF | with a sly grin. 		
CF | > 		lkcampbell says, "new use for gumballs"
		MoyTravis asks, "...? But, like, why. What?"
		Roger says, "once again I was pioneering dropped-food years ahead of the mainstream"
		MoyTravis says, "Oh."
		Jacqueline says, "So she bends over, Travis."
		MoyTravis says, "...ha. Okay."
		Jacqueline says, "Wow. This game."
		Roger says, "Really makes me think about the plight of sex workers"
		lkcampbell says, "so that's how you sell magazines"
		Jacqueline says, "Apparently."
		Jacqueline says, "We helped the economy recover. Good for us."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Convenience Store 		
CF | The Last Chance Convenience Store stocks a selection of everything 		
CF | and anything a trucker could possibly want, from beef jerky to pork 		
CF | rinds. A cashier sits behind the register, paging through a magazine. 		
CF | The lounge is to the NORTH, the Last Chance Gas Station is to the 		
CF | SOUTH. 		
CF | 		
CF | You can see an empty rack, a cashier, a store cooler (in which are 		
CF | soda, beer and nightcrawlers) and a jackelope here. 		
CF | 		
CF | > 		Jacqueline asks, "An empty... rack! Get it! Rack?"
		Roger says, "good one"
		Knight_Otu says, "Haw haw."
		Jacqueline says, "Thanks. I'll be here all night."
Jacqueline says (to ClubFloyd), "ask cashier about rack" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > ASK CASHIER ABOUT RACK 		
CF | 		
CF | "Oh yeah, we just sold out of those," says the cashier beaming. "This 		
CF | is great! These bikers just came in and bought the whole lot! Guess 		
CF | I'd better restock..." He puts down his own magazine and heads into 		
CF | the back room to get some more porno magazines for the rack, leaving 		
CF | the convenience store unattended. 		
CF | 		
CF | > 		Jacqueline says, "YES"
Jacqueline says (to ClubFloyd), "take foot" 		
CF ] Last Chance Convenience Store 		
CF | > 		
CF | > TAKE FOOT 		
CF | 		
CF | The cashier isn't here to stop you, so you quickly break off the 		
CF | jackelope's foot and pocket it. 		
CF | 		
CF | > 		Jacqueline says, "CRIMES"
		Knight_Otu says, "Conveniently unattended convenience."
		Jacqueline says, "We deserve it, after what we've done for this town."
		DavidW says, "I remember a bit in National Lampoon where on a Perfect Date, the girl goes 'Oops, I dropped my napkin.' bending over forward, giving cleavage view. 'Oops, I dropped it again,' bending over the other way for an ass view."
		Jacqueline says, "It's true. Movies are also educational, not just IF games."
		DavidW says, "Magazine."
		Jacqueline says, "Oh."
		Roger says, "I'm learning a lot about proving my love through acts of petty larceny"
		Jacqueline says (to Roger), "Yeah. Me too."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Last Chance Gas Station 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Last Chance Gas Station 		
CF | The Last Chance Gas Station the last place to refuel before you hit 		
CF | the Devil's Taint. A few old-fashioned gas pumps stand at the center 		
CF | of the lot; you can enter the Last Chance Convenience Store to the 		
CF | NORTH. The parking lot is to the EAST, the Last Chance Service 		
CF | Station is to the WEST. 		
CF | 		
CF | You can see a lot lizard here. 		
CF | 		
CF | > 		DavidW says, "So you're almost done."
		lkcampbell asks, "so we show the bobble head and the foot to flo?"
		DavidW says, "No."
		Jacqueline asks, "Put them in our truck?"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Parking Lot 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "in" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | 18-Wheeler Squealer 		
CF | The cab of the 18-Wheeler Squealer is cramped but comfortable, just 		
CF | two bucket seats and a dashboard full of knobs, gears, rocker 		
CF | switches, buttons, dials, gauges, and everything else that you need to 		
CF | control a full 80,000 pounds of Detroit steel as it barrels down the 		
CF | highway. You can go OUT to the parking lot. 		
CF | 		
CF | You can see a rear view mirror, a dashboard, a glove box and a CB 		
CF | radio here. 		
CF | 		
CF | > 		DavidW says, "In the appropriate places. Then get Flo."
Jacqueline says (to ClubFloyd), "put bobblehead on dash" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > PUT BOBBLEHEAD ON DASH 		
CF | 		
CF | You afix the bobblehead on the truck's dashboard. There! That should 		
CF | bring you some luck while you're on the road! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put foot on mirror" 		
CF ] 18-Wheeler Squealer 		
CF | > 		
CF | > PUT FOOT ON MIRROR 		
CF | 		
CF | You hang the jackelope foot on the rear view mirror. There! Now you 		
CF | should have plenty of luck... maybe even enough to get through the 		
CF | Devil's Taint! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "out" 		
CF ] Parking Lot 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | It's a parking lot just like so many parking lots that you've seen at 		
CF | so many roadside truck stops all across this country, weeds as tall as 		
CF | your waist bursting from cracks in the broken asphalt. The Last Chance 		
CF | Diner, with a big neon sign crowing TRY OUR FAMOUS BLACK COFFEE, is 		
CF | accessible via an entrance to the north. A battered metal road sign, 		
CF | pocked with shot gun holes, announces WELCOME TO DESECRATION. Someone 		
CF | has spraypainted ABANDON ALL HOPE YE WHO TRUCK HERE below that. A 		
CF | freeway sign further announces HIGHWAY 666 AHEAD, HIGHWAY 12 EXIT 		
CF | RIGHT. Your truck and home away from home, the 18-Wheeler Squealer, is 		
CF | parked here. 		
CF | 		
CF | You can go NORTH to the Last Chance Diner , WEST to the Last Chance 		
CF | Gas Station, or IN to the 18-Wheeler Squealer. 		
CF | 		
CF | You can see a hitchhiker and a truck here. 		
CF | 		
CF | "Lousy no good cop, who does he think he is," mumbles the hitchhiker 		
CF | under her breath as he squints at the passing cars. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Last Chance Diner 		
CF | The Last Chance Diner is the last eating establishment along Route 		
CF | 666 before the Devil's Taint, so among truckers it's often joked that 		
CF | a burger or a steak consumed here could literally be your last meal -- 		
CF | so make it count. The atmosphere is casual but cranky, and the room is 		
CF | packed with hungry diners enjoying home-style cooking. The kitchen is 		
CF | visible through an open window behind the counter, and there are 		
CF | seating booths available for paying customers. A gumball machine and a 		
CF | cigarette machine are by the door, which opens onto the parking lot to 		
CF | the south. A door to the north leads to the back lot. 		
CF | 		
CF | You can see a gumball machine, a cigarette machine, a chalk menu and a 		
CF | waitress here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask flo about luck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT LUCK 		
CF | 		
CF | "How can I prove my luck to you?" you ask. 		
CF | 		
CF | A smile crosses her lips that melts your heart. God, her whole face 		
CF | lights up when she smiles. "All the other truckers won't go over the 		
CF | Devil's Taint unless they got a rabbit foot on the rear view mirror 		
CF | and a St. Christopher statue on the dash," she says. "So I reckon 		
CF | that's a good start." 		
CF | 		
CF | > 		Roger says, "bit of a pronoun weirdness there"
		Roger says, "with the hitchhiker I mean"
		DavidW says, "Try a simple 'talk to Flo'."
Jacqueline says (to ClubFloyd), "talk to flo" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TALK TO FLO 		
CF | 		
CF | "Welcome back to the Last Chance Diner, hun," says Flo. "I've missed 		
CF | ya, Ester. I was beginning to think you'd forgot all about old Flo and 		
CF | you weren't coming back to see me again!" She smiles widely, the joy 		
CF | radiating out from her face. God, she's the best. If only you could 		
CF | convince her to come away with you... 		
CF | 		
CF | "I could never forget about you, Flo," you say. 		
CF | 		
CF | "Well, sit down a spell, Ester," says Flo. "If you want a cuppa coffee 		
CF | on the house, just ask. You look like you could use it." 		
CF | 		
CF | > 		DavidW asks, "Maybe 'tell'?"
Jacqueline says (to ClubFloyd), "tell flo about luck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLO ABOUT LUCK 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tell flo about foot" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLO ABOUT FOOT 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask flo about foot" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT FOOT 		
CF | 		
CF | ""You seen that jackelope they got over at the Last Chance Convenience 		
CF | Store?" you ask. "It's got some mighty big feet. I'll bet they're 		
CF | mighty lucky." 		
CF | 		
CF | She appears to be thinking it over. "That's true, Ester," she says 		
CF | finally. "You're going over the Devil's Taint, you're gonna need that! 		
CF | Okay, hun, you convinced me; let me know when you got a jackelope foot 		
CF | hanging on your rear view mirror and MAYBE I'll ride the Devil's Taint 		
CF | with you. Just maybe. Well... I'll say that it might make me more 		
CF | amendable to the idea." 		
CF | 		
CF | > 		Roger says, "This reminds me a bit of the similar plot in Umbrella Academy"
lkcampbell says (to ClubFloyd), "tell flo about foot" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLO ABOUT FOOT 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask flo about bobblehead" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT BOBBLEHEAD 		
CF | 		
CF | ""You know St Christopher is the patron saint of travelers?" you say. 		
CF | "I'll bet having a statue of him on your dashboard would be mighty 		
CF | lucky." 		
CF | 		
CF | She appears to be thinking it over. "That's true, Ester," she says 		
CF | finally. "You're going over the Devil's Taint, you're gonna need that! 		
CF | Okay, hun, you convinced me; let me know when you got a St Christopher 		
CF | statue on your dashboard and maybe I'll ride the Devil's Taint with 		
CF | you. Maybe. I'll just say it'll make me more amenable to the idea." 		
CF | 		
CF | > 		MoyTravis says, "ask about ride? I think 'tell' is basically unimplemented."
Jacqueline says (to ClubFloyd), "ask flo about flo" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT FLO 		
CF | 		
CF | "How you doing, Flo?" you ask. 		
CF | 		
CF | "I'm fine, I'm fine, you know me," says Flo. "Just running the diner, 		
CF | like I always do. Sigh! Seems like there oughta be more to like than 		
CF | this, though. Sometimes I wish someone would just take me away from 		
CF | all this..." 		
CF | 		
CF | 		
CF | Now's the time to ask. "You don't gotta stay here, Flo," you say. 		
CF | "Why don't you come away with me and leave it all behind?" 		
CF | 		
CF | She appears to be thinking it over. "I couldn't," she says finally. 		
CF | "You're going over the Devil's Taint. I couldn't do that. It's too 		
CF | dangerous!" 		
CF | 		
CF | "What if I could promise you we'd make it out the other side safely?" 		
CF | 		
CF | A smile crosses her lips that melts your heart. God, her whole face 		
CF | lights up when she smiles. "You'd have to have some amazing luck for 		
CF | that to be true!" says Flo. "But if you can prove to me that's the 		
CF | kind of luck you have... then sure, hun, I'll come with you." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask flo about ride" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT RIDE 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		DavidW asks, "prove luck?"
		MoyTravis asks, "...is "prove" a recognized verb?"
Jacqueline says (to ClubFloyd), "prove" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > PROVE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "prove luck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > PROVE LUCK 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		DavidW says, "I've forgotten what the final command is. I could look up what I used."
		DavidW asks, "Try 'ask Flo about Flo'?"
		Jacqueline says, "Just did."
		Knight_Otu says, "Plot twist - the road ahead isn't as bad as everyone says, to make sure it is a calm ride for the truckers."
DavidW says (to ClubFloyd), "tell flo about luck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLO ABOUT LUCK 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ask flo about truck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT TRUCK 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tell flo about foot" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TELL FLO ABOUT FOOT 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ask flo about taint" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT TAINT 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask flo about truck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT TRUCK 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ask flo about leaving" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT LEAVING 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		Knight_Otu asks, "FLO, FOLLOW ME?"
DavidW says (to ClubFloyd), "take flo" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TAKE FLO 		
CF | 		
CF | You wouldn't mind picking her up under different circumstances, but 		
CF | you don't have time for that now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flo, follow me" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > FLO, FOLLOW ME 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ask flo about ride" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT RIDE 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ask flo about luck" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT LUCK 		
CF | 		
CF | "How can I prove my luck to you?" you ask. 		
CF | 		
CF | A smile crosses her lips that melts your heart. God, her whole face 		
CF | lights up when she smiles. "All the other truckers won't go over the 		
CF | Devil's Taint unless they got a rabbit foot on the rear view mirror 		
CF | and a St. Christopher statue on the dash," she says. "So I reckon 		
CF | that's a good start." 		
CF | 		
CF | > 		DavidW says, "okay, I'm opening up my notes."
lkcampbell says (to ClubFloyd), "ask flo about proof" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > ASK FLO ABOUT PROOF 		
CF | 		
CF | "Oh I dunno anything about that, sweetie," says the waitress. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flo, s" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > FLO, S 		
CF | 		
CF | The waitress has better things to do. 		
CF | 		
CF | > 		DavidW says, "I used 'talk to Flo'"
		Jacqueline says, "Yeah, I think we're just down to a guess the verb issue."
Jacqueline says (to ClubFloyd), "talk to flo" 		
CF ] Last Chance Diner 		
CF | > 		
CF | > TALK TO FLO 		
CF | 		
CF | "Where you off to today, hun?" asks Flo. "I envy you truckers out 		
CF | there on the open road sometimes, hun. What a life! Not all tied down 		
CF | in this one horse town like me." 		
CF | 		
CF | Now's the time to ask. "You don't gotta stay here, Flo," you say. 		
CF | "Why don't you come away with me and leave it all behind?" 		
CF | 		
CF | She appears to be thinking it over. "I couldn't," she says finally. 		
CF | "You're going over the Devil's Taint. I couldn't do that. It's too 		
CF | dangerous!" 		
CF | 		
CF | "What if I could promise you we'd make it out the other side safely?" 		
CF | 		
CF | A smile crosses her lips that melts your heart. God, her whole face 		
CF | lights up when she smiles. "You'd have to have some amazing luck for 		
CF | that to be true!" says Flo. "But if you can prove to me that's the 		
CF | kind of luck you have... then sure, hun, I'll come with you." 		
CF | "Flo, I've done it," you say. "I got a jackelope foot AND a St. 		
CF | Christopher bobblehead in the 18-Wheeler Squealer." You grin widely, 		
CF | hardly daring to hope that she might say yes. Flo pauses. 		
CF | 		
CF | "St. Christopher AND a jackelope foot?" she says. She puts down her 		
CF | pad. "Well, dang, Ester, you might say then... it's your lucky day. 		
CF | What're we doing hanging around this one horse town? Let's get out of 		
CF | here and never come back!" 		
CF | 		
CF | "Hey!" yelps a customer from one of the booths, holding up an empty 		
CF | mug. "How bout a refill?" 		
CF | 		
CF | "Sorry, hun," says Flo. She looks into your eyes and squeezes your 		
CF | hand. "I don't work here no more. I'm about to run the Devil's Taint!" 		
CF | She blushes. "I can't believe I'm doing this! I must be crazy!" 		
CF | 		
CF | "Hey," you say. "I promised you I'd get you safely out the other side. 		
CF | You believe me, don't ya?" 		
CF | 		
CF | She looks at you deeply. She's so pretty. "Yes," she says. "Yes, I 		
CF | think I do." 		
CF | 		
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 exclaims, "Are you kidding me? Thank you, David!"
		MoyTravis says, "Hahaha."
		DavidW says, "congrats on winning and getting the girl"
		Roger says, "woooo"
		Jacqueline exclaims, "That was great!"
		lkcampbell says, "I agree with David, BK's stuff is great, it ust really needs better beta testing"
		MoyTravis says, "Hooray. That was fun and short."
		Jacqueline exclaims, "Aside from that last little struggle, it was great!"
		Knight_Otu says, "Odd, I'm sure we tried that before."
		Jacqueline exclaims, "Two great games for mother's day!"
		Karona exclaims (at Jacqueline), "Thank you for introducing us to the games!"
		Jacqueline says (to Karona), "I think we owe David or Roger the thanks."
		lkcampbell says, "always has great ideas and very funny"
		Jacqueline says, "Well, this has been a good session. I think that's all I got in me today."
		Karona thanks David and Roger too.
		Jacqueline smiles at Karona.
		DavidW says, "side note, when I played, I thought for sure the gum was meant for the stick for some get something out of a sewer grate puzzle."
		Jacqueline says (to DW), "Hahaha. Yes, that's very on-brand for you."
		Jacqueline says, "Very Kingdom of Loathing."
		lkcampbell says, "yeah, don't think that gumball usage scenario could have been predicted"
		Jacqueline says, "Thankfully the game hinted at it... by telling us what to do."



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ClubFloyd Transcript:
Anatidaephobia by Peregrine Wade
As played on ifMUD on May 16, 2021

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 Anatidaephobia written by Peregrine Wade. ANATIDAEPHOBIA was released as part of the Tent [SIC] Annual New Year's Minicomp, which it won. 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 anatidaephobia" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | It's another nice, sunny day outside. The bird are singing, the 		
CF | flowers are beaming, and all is well. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Well, that's what you assume, since in actual fact you're inside a 		
CF | brand new office on the sixth floor of the Weiner Corporation's newest 		
CF | skyscraper. At any rate, the job pays well, and your day usually 		
CF | passes by without any notable incidents to marr its pleasing monotony. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | But something is different today. Cold sweat glistens on your brow. 		
CF | You know all too well what this means. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Office 		
CF | 		
CF | Somewhere...somehow... a duck is watching you. 		
CF | 		
CF | A N A T I D A E P H O B I A 		
CF | An Interactive Fiction by Peregrine Wade 		
CF | Release 1 / Serial number 170108 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Office (on the office chair) 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Office 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You've never really looked at yourself in a mirror. In fact, you tend 		
CF | to avoid mirrors like the plague, to such an extent that you're not 		
CF | sure what you really look like. 		
CF | 		
CF | You're sure of it. There's a duck watching you right now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look through window" 		
CF ] Office 		
CF | > 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | New Dork City stretches out before you in its full glory. But what 		
CF | interests you most of all is the building opposite the one you're 		
CF | currently in: the ACME Corporation's newest skycraper. 		
CF | 		
CF | You wipe off a bead of sweat. Why did it have to be here? Why did it 		
CF | have to be now? Why? WHY? 		
CF | 		
CF | > 		MoyTravis asks, "...is there a real word of phobia of ducks?"
		Jacqueline says, "Definitely"
		DavidW says, "I assume it's accurate but I have not checked."
		Knight_Otu says, "If there is, it would be that, I'm sure."
		Jacqueline says, "My aunt has it."
		Jacqueline says, "Ducks and chickens."
DavidW says (to ClubFloyd), "x acme" 		
CF ] Office 		
CF | > 		
CF | > X ACME 		
CF | 		
CF | You glance at it through the glass window, and shudder. The duck is 		
CF | there, peering out through an office window, staring at you through 		
CF | caricatural binoculars. 		
CF | 		
CF | You loosen your tie with one hand, and glance around fearfully. 		
CF | 		
CF | > 		Jacqueline says, "She freaks the eff out. It's hard to watch."
DavidW says (to ClubFloyd), "i" 		
CF ] Office 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a shirt (being worn) 		
CF | a tie (being worn) 		
CF | 		
CF | You have no choice. You have to find that duck, track it down, hound 		
CF | it, chase it to the ends of the earth if necessary. Thus is the price 		
CF | you must pay for peace of mind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shirt" 		
CF ] Office 		
CF | > 		
CF | > X SHIRT 		
CF | 		
CF | It's covered in squid ink stains (don't ask why). You feel something 		
CF | heavy in your breast pocket, and it's definitely not your heart. 		
CF | 		
CF | You can feel the duck's beady dark eyes boring into the back of your 		
CF | skull. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search pocket" 		
CF ] Office 		
CF | > 		
CF | > SEARCH POCKET 		
CF | 		
CF | In the breast pocket is a portable squid. 		
CF | 		
CF | Though the duck is not in the room, still you feel its baleful glare, 		
CF | unwavering, unblinking. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x squid" 		
CF ] Office 		
CF | > 		
CF | > X SQUID 		
CF | 		
CF | It's an extremely tiny, adorable little squid about the size of a 		
CF | fountain pen. Every now and then, it makes cute squid noises. 		
CF | 		
CF | You bang your head against the furniture, heart bowed down beneath a 		
CF | seething cloud of paranoia. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x desk" 		
CF ] Office 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | It's an IKEA desk, somewhat disfigured by coffee rings (from all the 		
CF | times you left your hot mug of coffee on the desk for far too much 		
CF | time). And certainly it would be nice to have more than just the one 		
CF | drawer for tidying away your stuff. But it's perfectly adequate for 		
CF | the kind of work you do for the Weiner Corporation -- namely, sorting 		
CF | through piles of mail. Such as the huge heap now standing before you. 		
CF | 		
CF | You must do something about that duck. There is no other way. 		
CF | 		
CF | > 		Jacqueline says, "I once took her to a coffee house that was on a river and we sat out on the balcony and a duck flew in from the river and landed on the balcony and I thought she might jump into the river. But she had the presence of mind to just go back inside the coffee house."
		Jacqueline says, "Took her a second to realize that escape route, though."
DavidW says (to ClubFloyd), "open drawer" 		
CF ] Office 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You pull open the drawer, and find only a lonely-looking pair of 		
CF | scissors. You decide after some deliberation to take this with you 		
CF | (you never know when it might come in handy...) 		
CF | 		
CF | Something must be done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mail" 		
CF ] Corridor 		
CF | > 		
CF | > X MAIL 		
CF | 		
CF | It's a huge pile of letters, waiting to be sorted. It's your job to 		
CF | sort these. 		
CF | 		
CF | All this stress and paranoia proves far too much for you. With a 		
CF | wordless cry you throw yourself out the window! 		
CF | 		
CF | Actually, you do not throw yourself out of the window, you merely 		
CF | bounce off it with a muffled "PANG", and then stagger out into the 		
CF | corridor, nursing your blossoming bruise. 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | 		
CF | > 		MoyTravis says, "That sounds insanely stressful, given how common ducks are. Though I guess you could live inland and be wholly unbothered."
DavidW says (to ClubFloyd), "x wire" 		
CF ] Corridor 		
CF | > 		
CF | > X WIRE 		
CF | 		
CF | It's too thick to cut with scissors, sadly enough. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x poster" 		
CF ] Coffee Room 		
CF | > 		
CF | > X POSTER 		
CF | 		
CF | It advertises the latest action movie: FLY HARD, with Braaawk Willis 		
CF | playing a daredevil chicken cop facing off against Alan Cricketman's 		
CF | stereotypically six-legged (and German!) baddie. The poster shows the 		
CF | main character jumping off an exploding skyscraper with a (live) 		
CF | electric wire tied around himself. The tagline reads: "Always in 		
CF | the wrong place at the wrong time, wearing the wrong clothes and using 		
CF | the wrong shaving cream! BURMA SHAVE". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take poster" 		
CF ] Coffee Room 		
CF | > 		
CF | > TAKE POSTER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x coffee machine" 		
CF ] Coffee Room 		
CF | > 		
CF | > X COFFEE MACHINE 		
CF | 		
CF | It's surprisingly anthromorphic, with large googly eyes and a soulful 		
CF | expression on its -- for lack of a better word -- "face". But, then 		
CF | again, this is a cartoon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sort mail" 		
CF ] Office 		
CF | > 		
CF | > SORT MAIL 		
CF | 		
CF | You find a letter from none other than "Mr. Coffee Machine"! How odd. 		
CF | A quick glance indicates that he is appealing to the powers that be 		
CF | for the right to have his own office chair. 		
CF | 		
CF | > 		Jacqueline says (to Moy), "Yeah, she lived in Nebraska a lot of her life. Now she's in Arizona."
DavidW says (to ClubFloyd), "x chair" 		
CF ] Office 		
CF | > 		
CF | > X CHAIR 		
CF | 		
CF | It's a sturdy thing, with sturdy wheels that are always well oiled 		
CF | (you suspect that the office elves do all that work when no one is 		
CF | looking.) 		
CF | 		
CF | You have a strange and most peculiar feeling that it will come in 		
CF | handy at some point in the immediate future. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair south" 		
CF ] Office 		
CF | > 		
CF | > PUSH CHAIR SOUTH 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls south into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair east" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR EAST 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls east into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | The coffee machine notices that you have brought an office chair into 		
CF | the room! "Golly, is that for me?" it gasps. 		
CF | 		
CF | "Yup," you reply. 		
CF | 		
CF | With herethereto unsuspected nimbleness, the great lumbering 		
CF | caffeine-dispensing contraction hops onto the chair, whooping with 		
CF | delight. 		
CF | 		
CF | > 		DavidW asks, "You see why I wanted this to be played, yes?"
		Roger says, "hunh"
		MoyTravis says, "What."
		Knight_Otu says, "Cartoon logic."
		Roger says, "yeah this is best consumed after a binge of Far Side"
		DavidW says, "We have a squid in our shirt pocket and the coffee machine wants a chair."
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		Roger says, "It's the speed-if way of things"
DavidW says (to ClubFloyd), "x fax" 		
CF ] Office 		
CF | > 		
CF | > X FAX 		
CF | 		
CF | It's a great, heavy monster of bureaucratic hell. With its aid, you 		
CF | could fax a dinosaur to Hawaii, that's telling you how sophisticated 		
CF | it is. It's powered by a very, very long electric wire which crosses 		
CF | the floor and disappears out into the corridor to the south. Oh, and 		
CF | it's also blatantly simple to use: all that is necessary is to put 		
CF | something in it, and then dial any number between 0 and 10. The fax 		
CF | machine has been customized specifically for faxing things to a very 		
CF | specific destination. 		
CF | 		
CF | > 		DavidW says, "I haven't used the fax machine yet since I have no idea what number to dial or what to send."
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		MoyTravis says, "Oh, call Gary Larson."
DavidW says (to ClubFloyd), "call 9" 		
CF ] Office 		
CF | > 		
CF | > CALL 9 		
CF | 		
CF | That command isn't available in choice mode. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "9" 		
CF ] Office 		
CF | > 		
CF | > 9 		
CF | 		
CF | [Gary Larson] 		
CF | 		
CF | You get only an answerphone. "Gary Larson is on holiday in Africa, 		
CF | being bullied by Jane Goodall's chimps. Please call back another 		
CF | time." 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cow" 		
CF ] Office 		
CF | > 		
CF | > X COW 		
CF | 		
CF | It's leaning against the wall, legs crossed, smoking a cigarette. What 		
CF | is it doing here? You have not the slightest idea, and you're not 		
CF | really interested in finding out. What you really want to find... is 		
CF | that DUCK! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to cow" 		
CF ] Office 		
CF | > 		
CF | > TALK TO COW 		
CF | 		
CF | You cough. The cow coughs. For a moment, silence hangs heavy upon both 		
CF | of you. 		
CF | 		
CF | "So. Ahem." 		
CF | 		
CF | "You wanted to ask me something, boss?" the cow says finally, chewing 		
CF | on its cigarette in a typically bovine manner. 		
CF | 		
CF | 1) "Do you see that duck?" 		
CF | 2) "What are you doing here?" 		
CF | 		
CF | > 		Knight_Otu says, "Conspiracy theories no longer need any care or protection. More like some weeding."
DavidW says (to ClubFloyd), "2" 		
CF ] Office 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["What are you doing here?"] 		
CF | 		
CF | "Don't you remember, boss?" the cow says, slapping you on the back 		
CF | with one hoof. "We're corporate spies working for ACME. This is an 		
CF | undercover operation, okay? I see what's wrong with you: you've been 		
CF | trying to use the "How to Brainwash Yourself Easily" book again. If 		
CF | you've got amnesia, we gotta exfiltrate ourselves pronto and 		
CF | burn the evidence. Have you got amnesia, boss?" 		
CF | 		
CF | 1) "I haven't got amnesia, you idiot!" 		
CF | 2) "I can't remember anything! What is my REAL identity?" 		
CF | 		
CF | > 		DavidW says, "okay, this is new. I didn't do anything with the cow yet."
		MoyTravis exclaims, "2!"
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["I can't remember anything! What is my REAL identity?"] 		
CF | 		
CF | "I knew it!" the cow expostulates. "There is no time to lose!" It 		
CF | takes out a stick of dynamite, lights it, and tosses it into the 		
CF | corridor. Seconds later, the two of you are blasted backwards through 		
CF | the glass wall. 		
CF | 		
CF | "AAAAAAAAAAAAAAAAAAAAAAAAARGH!" you scream. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | "DOOOOON'T WOOOOOOOORY!" the cow yells. "WEEEEEEE'LL BEEEEE 		
CF | FIIIIIIIINE!" 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | At the very last moment, the cow's parachute opens. Unfortunately, 		
CF | yours does not. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Jacqueline says, "This is ... it feels very well written and fleshed-out for a SpeedIF."
DavidW pushes the green 'space' button. 		
CF ] Office 		
CF | 		
CF | You manage to get away with only half a dozen lethal injuries. Years 		
CF | later, you are still on the run from the Weiner Corporation, running 		
CF | around like a maniac with your faithful cow sidekick. It's a cool 		
CF | life, as cool lives go. But.... 		
CF | 		
CF | 		
CF | 		
CF | *** You didn't get the duck! *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		Roger says, "There's more of it than usual"
DavidW says (to ClubFloyd), "undo" 		
CF ] Office 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Office 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Office 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["I haven't got amnesia, you idiot!"] 		
CF | 		
CF | "Phoooey," the cow sighs with relief, tugging at its cigarette 		
CF | compulsively. "You had me worried there for a second." And upon these 		
CF | words, it begins to stare intensively at the wall, as though waiting 		
CF | for ninja chipmunks to leap out without warning. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		MoyTravis asks, "How speed is speed, for traditional speed IFs?"
DavidW says (to ClubFloyd), "about" 		
CF ] Office 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | This game was written for the Tent Annual New Year's Minicomp (nope, 		
CF | not a typo), which was organized by the multifarious Marius Mueller. 		
CF | The author offers his sincerest apologies to Gary Larson, without whom 		
CF | this game would have never even existed. Thanks is given where thanks 		
CF | is due: to Felix Plesoainu, for his quick betatesting of this game 		
CF | from beginning to end. 		
CF | 		
CF | > 		Jacqueline says, "Originally it was 2 hours."
		Jacqueline says, "Then it became 'over a weekend'"
		Jacqueline says, "Then it kinda became a week or two weeks or over a month but that's just for scheduling don't spend too much time on it wink wink nudge nudge"
		Jacqueline says, "So it's hard to say."
		MoyTravis says, "2 hours is fantastically short! This doesn't say how long the Tent Annual New Year's Minicomp is though."
		Knight_Otu says, "The New Years Speed essentially became "You got something lying around and haven't released it? That's fine too.""
		DavidW says, "oh, so, I guess this isn't technically a speed-if but what Tale's version of the speed-if morphed into."
		Jacqueline says (to KO), "Heh. Yeah"
DavidW says (to ClubFloyd), "x cigarette" 		
CF ] Office 		
CF | > 		
CF | > X CIGARETTE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x phone" 		
CF ] Office 		
CF | > 		
CF | > X PHONE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "use phone" 		
CF ] Office 		
CF | > 		
CF | > USE PHONE 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Office 		
CF | > 		
CF | > 3 		
CF | 		
CF | [your aunt] 		
CF | 		
CF | On second thought, you decide not to call your aunt. You remember all 		
CF | too well what happened last time she came to New Dork City. The 		
CF | authorities had to rescue her from the very top of the Umpire State 		
CF | Building (where she was doing a drunken imititation of King Kong). 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		Jacqueline says, "Oh, is this a New Year's Speed? Yeah. That would explain the fleshed-outedness."
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Office 		
CF | > 		
CF | > 1 		
CF | 		
CF | [the police] 		
CF | 		
CF | You quickly dial in 911, and shortly afterwards you are on the 		
CF | emergency line. 		
CF | 		
CF | "You are now on the emergency line of the New Dork City Police 		
CF | Department, the voice on the other end says laconically." 		
CF | 		
CF | "There is a duck staring at me!" you shout into the receiver. 		
CF | 		
CF | "Is it threatening you with a great whopping knife?" the 		
CF | voice replies coldly. 		
CF | 		
CF | "Uh -- no." 		
CF | 		
CF | BEEP. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "5" 		
CF ] Office 		
CF | > 		
CF | > 5 		
CF | 		
CF | [the ACME Corporation] 		
CF | 		
CF | After several minutes of mildly annoying music, you finally get a 		
CF | response: 		
CF | 		
CF | "Hello, how may I help you?" 		
CF | 		
CF | "Um, I'm not sure..." 		
CF | 		
CF | "That's not a problem at all. We cater to all needs: the Clown 		
CF | Department is on the first floor, the Jungle Department on the second 		
CF | floor, the Toothpick Department is on the third floor, bananas are 		
CF | plentiful on the fourth floor, we have fire and brimstone on the fifth 		
CF | floor, doughnuts on the seventh floor, unspeakable things on the 		
CF | eighth floor, anachronistic but potentially useful duck-killing 		
CF | weapons on the ninth floor, and if you like ice-cream you can always 		
CF | go to the tenth floor. Please keep in mind, however, that before 		
CF | entering the elevator you will be stripped of all suspicious 		
CF | belongings by our diligent Security Brigade." 		
CF | 		
CF | "Thanks, but what I really wanted to know is: have you seen a duck, 		
CF | anywhere? 		
CF | 		
CF | "I am not at liberty to say," the receptionnist replies 		
CF | apologetically. The conversation ends soon afterwards. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		Knight_Otu says, "Apparently only great whopping knives can be threatening."
		MoyTravis says, "Wait no we should have asked about the ninth floor."
		DavidW says, "Maybe we can visit there."
		Jacqueline says, "Un... unspeakable things."
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Lift 		
CF | > 		
CF | > S 		
CF | 		
CF | As you enter the elevator, the doors close behind you, uttering a 		
CF | peculiar squeaking noise in the process. With a whirr, and without you 		
CF | having even had the time to fiddle around with the buttons, the 		
CF | elevator begins to descend -- into lunacy? Who knows. 		
CF | 		
CF | Lift 		
CF | The elevator in which you are currently standing smells strongly of 		
CF | canine interference. A panel of buttons covers one wall. 		
CF | 		
CF | As if to attract your attention, the elevator whines like a dog whose 		
CF | nose has just been bopped over the nose with a newspaper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x buttons" 		
CF ] Lift 		
CF | > 		
CF | > X BUTTONS 		
CF | 		
CF | Upon closer examination, someone has replaced all the buttons by tin 		
CF | tacks. This, among other things, means that you cannot mess around 		
CF | with it as much as you wanted to. 		
CF | 		
CF | The elevator screeches to a stop, and an electronic voice says 		
CF | breathlessly: "Time out! Be back in a jiffy!" 		
CF | 		
CF | After a moment or so, the elevator whirrs back to life, and business 		
CF | resumes. 		
CF | 		
CF | > 		DavidW says, "oh dear"
DavidW says (to ClubFloyd), "push buttons" 		
CF ] Lift 		
CF | > 		
CF | > PUSH BUTTONS 		
CF | 		
CF | Ow! Ow! Ow! That hurts! 		
CF | 		
CF | The elevator stops briefly, the doors opening for just the exact 		
CF | amount of time required for an enormous elephant to fit itself inside 		
CF | along with you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x elephant" 		
CF ] Lift 		
CF | > 		
CF | > X ELEPHANT 		
CF | 		
CF | You see nothing special about the enormous elephant. 		
CF | 		
CF | The elephant sneezes. The tension is palpable. 		
CF | 		
CF | > 		MoyTravis asks, "AN ELEPHANT! Can we pet it?"
DavidW says (to ClubFloyd), "talk to elephant" 		
CF ] Lift 		
CF | > 		
CF | > TALK TO ELEPHANT 		
CF | 		
CF | You have no idea what you would say to the enormous elephant. 		
CF | 		
CF | The elevator stops again, and to your vast surprise another elephant 		
CF | steps inside, this time carrying a guitar and wearing a flower shirt! 		
CF | You try to make a dash for freedom, but alas the doors have already 		
CF | closed, and the elevator has resumed its descent. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet elephant" 		
CF ] Lift 		
CF | > 		
CF | > PET ELEPHANT 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x guitar" 		
CF ] Lift 		
CF | > 		
CF | > X GUITAR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Lift 		
CF | > 		
CF | > L 		
CF | 		
CF | Lift 		
CF | The elevator in which you are currently standing smells strongly of 		
CF | canine interference. A panel of buttons covers one wall. 		
CF | 		
CF | You can see an elephant hippy and an enormous elephant here. 		
CF | 		
CF | It's now beginning to feel a little crowded in here. And the 		
CF | irritating little elves singing high-pitched renditions of "The 		
CF | Bohemian Rhapsody" are simply not helping. 		
CF | > 		
DavidW says (to ClubFloyd), "x hippy" 		
CF ] Lift 		
CF | > 		
CF | > X HIPPY 		
CF | 		
CF | You see nothing special about the elephant hippy. 		
CF | 		
CF | The elevator stops. There is silence. And then... a third elephant, 		
CF | wearing a business suit and a fedora, crams itself inside. "Jeez," he 		
CF | says. "This sure is cramped, fellas." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Lift 		
CF | > 		
CF | > L 		
CF | 		
CF | Lift 		
CF | The elevator in which you are currently standing smells strongly of 		
CF | canine interference. A panel of buttons covers one wall. 		
CF | 		
CF | You can see an elephant businessman, an elephant hippy and an enormous 		
CF | elephant here. 		
CF | 		
CF | Oddly enough, you are finding it a little hard to breathe in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to businessman" 		
CF ] Lift 		
CF | > 		
CF | > TALK TO BUSINESSMAN 		
CF | 		
CF | You have no idea what you would say to the elephant businessman. 		
CF | 		
CF | The elevator is almost at the lobby, and you pray to God that you make 		
CF | it there alive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | Just when you thought this nightmare was over, the elevator abruptly 		
CF | stops at the first floor. You get a sinking feeling. Oh, no. Please. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | You watch the elevator doors open. Slooooowly.... 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | And then.... 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | ... a fourth elephant, wearing dark glasses and wielding a cane, 		
CF | calmly tries to fit itself into the elevator. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | SNAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAP! 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Lift 		
CF | 		
CF | The elevator falls, carrying you and the four elephants down with it. 		
CF | The little annoying elves -- those responsible for the annoying 		
CF | elevator music -- all unaminously begin to do their own rendition of 		
CF | Fauré's Requiem. Everyone inside the elevator goes crashing 		
CF | through the earth's molten core, screaming all the way. Eventually, 		
CF | the elevators comes soaring out through a volcano in New Zealand, but 		
CF | by then you are all toast. 		
CF | 		
CF | 		
CF | 		
CF | *** You have died *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		MoyTravis says, "Okay that was funny but I'm not sure what to do."
DavidW says (to ClubFloyd), "restart" 		
CF | 		
CF | 		
CF | 		
CF | It's another nice, sunny day outside. The bird are singing, the 		
CF | flowers are beaming, and all is well. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Well, that's what you assume, since in actual fact you're inside a 		
CF | brand new office on the sixth floor of the Weiner Corporation's newest 		
CF | skyscraper. At any rate, the job pays well, and your day usually 		
CF | passes by without any notable incidents to marr its pleasing monotony. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Roger says, "avoid elevator, is my sense"
DavidW says (to ClubFloyd), "push space" 		MoyTravis asks, "We are or aren't allowed to just leave?"
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | But something is different today. Cold sweat glistens on your brow. 		
CF | You know all too well what this means. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Office 		
CF | 		
CF | Somewhere...somehow... a duck is watching you. 		
CF | 		
CF | A N A T I D A E P H O B I A 		
CF | An Interactive Fiction by Peregrine Wade 		
CF | Release 1 / Serial number 170108 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Office (on the office chair) 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		DavidW says, "There are stairs."
		Roger says, "My hunch is that we can fax ourselves somewhere"
DavidW says (to ClubFloyd), "open drawer" 		
CF ] Office 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You pull open the drawer, and find only a lonely-looking pair of 		
CF | scissors. You decide after some deliberation to take this with you 		
CF | (you never know when it might come in handy...) 		
CF | 		
CF | You're sure of it. There's a duck watching you right now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look through window" 		
CF ] Office 		
CF | > 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | New Dork City stretches out before you in its full glory. But what 		
CF | interests you most of all is the building opposite the one you're 		
CF | currently in: the ACME Corporation's newest skycraper. 		
CF | 		
CF | You wipe off a bead of sweat. Why did it have to be here? Why did it 		
CF | have to be now? Why? WHY? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x acme" 		
CF ] Office 		
CF | > 		
CF | > X ACME 		
CF | 		
CF | You glance at it through the glass window, and shudder. The duck is 		
CF | there, peering out through an office window, staring at you through 		
CF | caricatural binoculars. 		
CF | 		
CF | You loosen your tie with one hand, and glance around fearfully. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x duck" 		
CF ] Office 		
CF | > 		
CF | > X DUCK 		
CF | 		
CF | It's too far away for you to tell, but it appears to be staring at you 		
CF | in an unsettling way. 		
CF | 		
CF | You have no choice. You have to find that duck, track it down, hound 		
CF | it, chase it to the ends of the earth if necessary. Thus is the price 		
CF | you must pay for peace of mind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | (first getting off the office chair) 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x boxes" 		
CF ] Storage Room 		
CF | > 		
CF | > X BOXES 		
CF | 		
CF | They're very uninteresting, in an interesting way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tube" 		
CF ] Storage Room 		
CF | > 		
CF | > X TUBE 		
CF | 		
CF | As you look closely, it wobbles a little to the left and then to the 		
CF | right again. There is definitely something in there... something 		
CF | alive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open tube" 		
CF ] Storage Room 		
CF | > 		
CF | > OPEN TUBE 		
CF | 		
CF | You open the large cardboard tube, revealing a weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dog" 		
CF ] Storage Room 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | It looks up placidly at you, and yawns, mumbling something 		
CF | unintelligible about coffee in the morning. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dog" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE DOG 		
CF | 		
CF | You pull the weiner dog out from the tube. This takes some time, and 		
CF | it is only by seizing it by the hind legs and swinging it around the 		
CF | room that the tube finally flies off, ricochetting off the wall in the 		
CF | process. The dog grumbles a bit, muttering about "Inhuman Resources" 		
CF | under its breath. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dog" 		
CF ] Storage Room 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | It looks up placidly at you, and yawns, mumbling something 		
CF | unintelligible about coffee in the morning. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to dog" 		
CF ] Storage Room 		
CF | > 		
CF | > TALK TO DOG 		
CF | 		
CF | You have no idea what you would say to the weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sellotape" 		
CF ] Storage Room 		
CF | > 		
CF | > X SELLOTAPE 		
CF | 		
CF | Someone clearly ran out of flypaper, and decided that it would be a 		
CF | smart idea to use the sellotape as a substitute. The roll of sellotape 		
CF | is only partially unrolled, however, and dangles from the ceiling like 		
CF | a peculiar pendulum of insect doom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | It's tantalizingly out of reach, as you conclude from several minutes 		
CF | of futile hopping up and down like an over-excited chihuahua. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb boxes" 		
CF ] Storage Room 		
CF | > 		
CF | > CLIMB BOXES 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in tube" 		
CF ] Storage Room 		
CF | > 		
CF | > LOOK IN TUBE 		
CF | 		
CF | The large cardboard tube is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x marbles" 		
CF ] Corridor 		
CF | > 		
CF | > X MARBLES 		
CF | 		
CF | There are millions of these little shiny marbles. It must have taken 		
CF | forever to lay them out upon every single step, and you wonder who on 		
CF | earth would be so diabolically villainous and maniacally persnickety 		
CF | as to be capable of such a heinous act. 		
CF | 		
CF | > 		DavidW says, "well, expletive"
		MoyTravis says, "I want to see the death if we go down anyways."
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		Knight_Otu says, "Someone who lost their marbles would do that."
DavidW says (to ClubFloyd), "take marbles" 		
CF ] Corridor 		
CF | > 		
CF | > TAKE MARBLES 		
CF | 		
CF | Picking up all these marbles would take forever. And you have no time 		
CF | to lose! You must find that damn duck and give him a piece of your 		
CF | mind before the next corporate meeting, or you will be in a mental 		
CF | asylum before you can say "quack". 		
CF | 		
CF | > 		MoyTravis says, "Ohohoho."
DavidW says (to ClubFloyd), "lose marbles" 		
CF ] Corridor 		
CF | > 		
CF | > LOSE MARBLES 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit marbles" 		
CF ] Corridor 		
CF | > 		
CF | > HIT MARBLES 		
CF | 		
CF | You might fall down the stairs if you did that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ride marbles" 		
CF ] Corridor 		
CF | > 		
CF | > RIDE MARBLES 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Corridor 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wire" 		
CF ] Office 		
CF | > 		
CF | > X WIRE 		
CF | 		
CF | It's too thick to cut with scissors, sadly enough. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "4" 		
CF ] Office 		
CF | > 		
CF | > 4 		
CF | 		
CF | [the head of Inhuman Resources] 		
CF | 		
CF | You quickly dial in the number. "Hello? This is Pond. I work in the 		
CF | mailroom. I have a problem," you rattle off with the speed of a 		
CF | machine-gun. 		
CF | 		
CF | "Awoooooooooo!" 		
CF | 		
CF | "Never mind," you sigh, and hang up. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "8" 		
CF ] Office 		
CF | > 		
CF | > 8 		
CF | 		
CF | [the Society for the Care and Protection of Conspiracy 		
CF | Theories] 		
CF | 		
CF | You spend a few tedious minutes being told that the duck needs their 		
CF | help more than you do, since in actual fact it constitutes a living 		
CF | conspiracy theory in itself. Frustrated, you hang up. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		Jacqueline says, "God, that exchange with Travis earlier now has me wondering if my Aunt has intentionally structured where she lives so as to avoid waterfowl."
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "7" 		
CF ] Office 		
CF | > 		
CF | > 7 		
CF | 		
CF | [the nearest Pest Control unit] 		
CF | 		
CF | Actually, the Pest Control unit was closed a few weeks ago, after its 		
CF | offices were trashed by the Roach Gang. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "6" 		
CF ] Office 		
CF | > 		
CF | > 6 		
CF | 		
CF | [the nearest pizzeria] 		
CF | 		
CF | The response is immediate. What pizza would you like, buddy? 		
CF | 		
CF | "Give me," you say, suddenly sounding very determined, "the Mother of 		
CF | All Pizzas." 		
CF | 		
CF | "With pepperoni on top?""With pepperoni on top." 		
CF | 		
CF | When you finally hang up a few minutes later, you rest safely in the 		
CF | knowledge that the most awesome pizza known to mankind is speeding on 		
CF | its way to you. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair south" 		
CF ] Office 		
CF | > 		
CF | > PUSH CHAIR SOUTH 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls south into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair e" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR E 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls east into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | The coffee machine notices that you have brought an office chair into 		
CF | the room! "Golly, is that for me?" it gasps. 		
CF | 		
CF | "Yup," you reply. 		
CF | 		
CF | With herethereto unsuspected nimbleness, the great lumbering 		
CF | caffeine-dispensing contraction hops onto the chair, whooping with 		
CF | delight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair west" 		
CF ] Coffee Room 		
CF | > 		
CF | > PUSH CHAIR WEST 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls west into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair west" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR WEST 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls west into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair west" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR WEST 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls west into the 		
CF | next room. 		
CF | 		
CF | There is a strident scream as the coffee machine goes down six flights 		
CF | of stairs on the back of an office chair, presumably devastating all 		
CF | in its path. You feel the mad scientist in you begin to cackle 		
CF | evilly... or maybe that's just your overactive imagination. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		MoyTravis says, "...how terribly cruel."
		Knight_Otu says, "Poor coffee machine."
		DavidW asks, "The marbles are STILL there?"
		MoyTravis asks, "Wait, what?"
		MoyTravis says, "Yeah you'd think they'd have been devestated."
		Roger says, "the marbles abide"
		MoyTravis asks, "Devastated?"
DavidW says (to ClubFloyd), "undo" 		
CF ] Corridor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Corridor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Corridor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Corridor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair west" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR WEST 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls west into the 		
CF | next room. 		
CF | 		
CF | There is a strident scream as the coffee machine goes down six flights 		
CF | of stairs on the back of an office chair, presumably devastating all 		
CF | in its path. You feel the mad scientist in you begin to cackle 		
CF | evilly... or maybe that's just your overactive imagination. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Corridor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Corridor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Corridor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Corridor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		MoyTravis asks, "This seems like maybe a bug...?"
		DavidW says, "hm."
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair n" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR N 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls north into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on machine" 		
CF ] Storage Room 		
CF | > 		
CF | > GET ON MACHINE 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on chair" 		
CF ] Storage Room 		
CF | > 		
CF | > GET ON CHAIR 		
CF | 		
CF | You stand up on the chair, wobbling slightly as you do so. Now what 		
CF | next? 		
CF | 		
CF | Storage Room (on the office chair) 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sellotape" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE SELLOTAPE 		
CF | 		
CF | You cut the sellotape with a neat snip of the scissors, and retrieve 		
CF | the rest of it for your own personal use. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Storage Room 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You get off the office chair. 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sellotape" 		
CF ] Storage Room 		
CF | > 		
CF | > X SELLOTAPE 		
CF | 		
CF | It's ACME Sellotape, adapted to all your sellotaping needs. As the TV 		
CF | advert says, "even if you're faced with an angry alligator, ACME 		
CF | Sellotape is always there to help!" 		
CF | 		
CF | > 		DavidW says, "I don't have any obvious sellotape needs yet."
		Knight_Otu says, "Somehow I'm unconvinced, ACME."
		MoyTravis asks, ""sufficient to drive small dogs mad" that weiner dog?"
		MoyTravis says, "(no idea for what dark purpose)"
DavidW says (to ClubFloyd), "take tube" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE TUBE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open tube" 		
CF ] Storage Room 		
CF | > 		
CF | > OPEN TUBE 		
CF | 		
CF | That's already open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in tube" 		
CF ] Storage Room 		
CF | > 		
CF | > LOOK IN TUBE 		
CF | 		
CF | The large cardboard tube is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter tube" 		
CF ] Storage Room 		
CF | > 		
CF | > ENTER TUBE 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Storage Room 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ns" 		
CF ] Storage Room 		
CF | > 		
CF | > NS 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Corridor 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under desk" 		
CF ] Office 		
CF | > 		
CF | > LOOK UNDER DESK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to cow" 		
CF ] Office 		
CF | > 		
CF | > TALK TO COW 		
CF | 		
CF | You cough. The cow coughs. For a moment, silence hangs heavy upon both 		
CF | of you. 		
CF | 		
CF | "So. Ahem." 		
CF | 		
CF | "You wanted to ask me something, boss?" the cow says finally, chewing 		
CF | on its cigarette in a typically bovine manner. 		
CF | 		
CF | 1) "Do you see that duck?" 		
CF | 2) "What are you doing here?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Office 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Do you see that duck?"] 		
CF | 		
CF | "What duck?" the cow asks, and you sense some sort of sarcasm aimed at 		
CF | you. 		
CF | 		
CF | 1) "The one in the ACME skyscraper, right opposite this place!" 		
CF | 2) "Forget it. I don't need your help, anyway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Office 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["The one in the ACME skyscraper, right opposite this 		
CF | place!"] 		
CF | 		
CF | You grab the cow by the ear gently and painstakingly point out the 		
CF | offending duck in question with an accusing finger. The cow nods and 		
CF | rolls its eyes. "Okay, I see it. So what?" 		
CF | 		
CF | 1) "Well, I want to go and GET that duck!" 		
CF | 2) "Well, I want YOU to go and GET that duck!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Office 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Well, I want YOU to go and GET that duck!"] 		
CF | 		
CF | "Boss," the cow sighs, "you should get treated for anatidaephobia. Go 		
CF | after that duck, if you must, but leave me out of it. I've got better 		
CF | things to do." 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		DavidW says, "It occurs to me that the fax machine numbers are similar to the telephone's numbers."
		Jacqueline says, "The cow is right, fwiw."
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		Jacqueline asks, "Are you suggesting we fax the duck to Hawaii?"
DavidW says (to ClubFloyd), "5" 		
CF ] Office 		
CF | > 		
CF | > 5 		
CF | 		
CF | [the ACME Corporation] 		
CF | 		
CF | After several minutes of mildly annoying music, you finally get a 		
CF | response: 		
CF | 		
CF | "Hello, how may I help you?" 		
CF | 		
CF | "Um, I'm not sure..." 		
CF | 		
CF | "That's not a problem at all. We cater to all needs: the Clown 		
CF | Department is on the first floor, the Jungle Department on the second 		
CF | floor, the Toothpick Department is on the third floor, bananas are 		
CF | plentiful on the fourth floor, we have fire and brimstone on the fifth 		
CF | floor, doughnuts on the seventh floor, unspeakable things on the 		
CF | eighth floor, anachronistic but potentially useful duck-killing 		
CF | weapons on the ninth floor, and if you like ice-cream you can always 		
CF | go to the tenth floor. Please keep in mind, however, that before 		
CF | entering the elevator you will be stripped of all suspicious 		
CF | belongings by our diligent Security Brigade." 		
CF | 		
CF | "Thanks, but what I really wanted to know is: have you seen a duck, 		
CF | anywhere? 		
CF | 		
CF | "I am not at liberty to say," the receptionnist replies 		
CF | apologetically. The conversation ends soon afterwards. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		DavidW says, "no, we should fax ourselves to ACME."
		Jacqueline says, "Oh, sure. :)"
		DavidW asks, "ACME is 5, eh?"
DavidW says (to ClubFloyd), "get in fax" 		
CF ] Office 		
CF | > 		
CF | > GET IN FAX 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on fax" 		
CF ] Office 		
CF | > 		
CF | > GET ON FAX 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "fax me" 		
CF ] Office 		
CF | > 		
CF | > FAX ME 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		DavidW asks, "where's that weiner dog?"
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dog" 		
CF ] Storage Room 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | It looks up placidly at you, and yawns, mumbling something 		
CF | unintelligible about coffee in the morning. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dog" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE DOG 		
CF | 		
CF | The weiner dog allows you to pick it up, staring at you with 		
CF | drowsiness in its eyes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Corridor 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put dog in fax" 		
CF ] Office 		
CF | > 		
CF | > PUT DOG IN FAX 		
CF | 		
CF | You put the weiner dog into the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "set fax to 5" 		
CF ] Office 		
CF | > 		
CF | > SET FAX TO 5 		
CF | 		
CF | No, you can't set that to anything. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 5" 		
CF ] Office 		
CF | > 		
CF | > TURN DIAL TO 5 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline asks, "I had to step away, so I may have missed this, but have we tried offering a flattened road kill to this dog yet?"
DavidW says (to ClubFloyd), "x fax" 		
CF ] Office 		
CF | > 		
CF | > X FAX 		
CF | 		
CF | It's a great, heavy monster of bureaucratic hell. With its aid, you 		
CF | could fax a dinosaur to Hawaii, that's telling you how sophisticated 		
CF | it is. It's powered by a very, very long electric wire which crosses 		
CF | the floor and disappears out into the corridor to the south. Oh, and 		
CF | it's also blatantly simple to use: all that is necessary is to put 		
CF | something in it, and then dial any number between 0 and 10. The fax 		
CF | machine has been customized specifically for faxing things to a very 		
CF | specific destination. 		
CF | 		
CF | In the fax machine is a weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dial 5" 		
CF ] Office 		
CF | > 		
CF | > DIAL 5 		
CF | 		
CF | There is a ZZZZZIP noise, and then it is done. "Item faxed to the 		
CF | ACME Hell," the electronic voice drones on in despair. 		
CF | 		
CF | > 		Jacqueline says, "Oh gosh that is super one-way"
DavidW says (to ClubFloyd), "look through window" 		
CF ] Office 		
CF | > 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | New Dork City stretches out before you in its full glory. But what 		
CF | interests you most of all is the building opposite the one you're 		
CF | currently in: the ACME Corporation's newest skycraper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x acme" 		
CF ] Office 		
CF | > 		
CF | > X ACME 		
CF | 		
CF | You glance at it through the glass window, and shudder. The duck is 		
CF | there, peering out through an office window, staring at you through 		
CF | caricatural binoculars. 		
CF | 		
CF | > 		DavidW says, "okay, that was probably as mistake"
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "5" 		
CF ] Office 		
CF | > 		
CF | > 5 		
CF | 		
CF | [the ACME Corporation] 		
CF | 		
CF | After several minutes of mildly annoying music, you finally get a 		
CF | response: 		
CF | 		
CF | "Hello, how may I help you?" 		
CF | 		
CF | "Um, I'm not sure..." 		
CF | 		
CF | "That's not a problem at all. We cater to all needs: the Clown 		
CF | Department is on the first floor, the Jungle Department on the second 		
CF | floor, the Toothpick Department is on the third floor, bananas are 		
CF | plentiful on the fourth floor, we have fire and brimstone on the fifth 		
CF | floor, doughnuts on the seventh floor, unspeakable things on the 		
CF | eighth floor, anachronistic but potentially useful duck-killing 		
CF | weapons on the ninth floor, and if you like ice-cream you can always 		
CF | go to the tenth floor. Please keep in mind, however, that before 		
CF | entering the elevator you will be stripped of all suspicious 		
CF | belongings by our diligent Security Brigade." 		
CF | 		
CF | "Thanks, but what I really wanted to know is: have you seen a duck, 		
CF | anywhere? 		
CF | 		
CF | "I am not at liberty to say," the receptionnist replies 		
CF | apologetically. The conversation ends soon afterwards. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		DavidW says, "I suppose we might need to restart, but I'm not sure what we should try."
		DavidW says, "The pizza never showed up."
		Jacqueline says, "You faxed the dog. Poor dog."
		Jacqueline exclaims (at DW), "Oh yeah!"
		Jacqueline asks, "Where's our pizza??"
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "6" 		
CF ] Office 		
CF | > 		
CF | > 6 		
CF | 		
CF | [the nearest pizzeria] 		
CF | 		
CF | You've already ordered a pizza. No need to be so greedy. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Office 		
CF | > 		
CF | > 2 		
CF | 		
CF | [the local hospital] 		
CF | 		
CF | An automated voice is the only reply you get: 		
CF | 		
CF | "Hello. We are currently swamped with patients. In fact, there are 		
CF | patients everywhere. Patients in the corridors, patients in the 		
CF | toilets, patients hiding inside our clothing, patients behind our 		
CF | ears, patients as far as the eye can see. We are, in fact, beginning 		
CF | to lose our minds. Have a lovely day." 		
CF | 		
CF | BEEP. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		Knight_Otu says, "Too topical."
		DavidW says, "maybe the weiner dog needs to go to Inhuman Resources."
		DavidW says, "But we'd need to restart."
DavidW says (to ClubFloyd), "push fax south" 		
CF ] Office 		
CF | > 		
CF | > PUSH FAX SOUTH 		
CF | 		
CF | The fax machine cannot be pushed from place to place. 		
CF | 		
CF | > 		Roger says, "I have a vague feeling that maybe the fax could be disconnected and the phone connected and that's how we get ourselves over there, but maybe not."
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Coffee Room 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unplug wire" 		
CF ] Coffee Room 		
CF | > 		
CF | > UNPLUG WIRE 		
CF | 		
CF | You notice that unplugging the electric wire is nothing short of 		
CF | impossible, owing to the external action of some diabolical villain. 		
CF | Curses. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plug" 		
CF ] Coffee Room 		
CF | > 		
CF | > X PLUG 		
CF | 		
CF | It's been filled with cement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cement" 		
CF ] Coffee Room 		
CF | > 		
CF | > X CEMENT 		
CF | 		
CF | You see nothing special about the cement. 		
CF | 		
CF | > 		Roger says, "oh I see"
DavidW says (to ClubFloyd), "break cement" 		
CF ] Coffee Room 		
CF | > 		
CF | > BREAK CEMENT 		
CF | 		
CF | Violence is the answer, ultimately. But the time is not now. Muah 		
CF | hahahaha... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear sellotape" 		
CF ] Coffee Room 		
CF | > 		
CF | > WEAR SELLOTAPE 		
CF | 		
CF | You can't wear those! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		Roger says, "This game is way higher on the cruelty scale than our usual fare"
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put cellotape on marbles" 		
CF ] Corridor 		
CF | > 		
CF | > PUT CELLOTAPE ON MARBLES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "oops sellotape" 		
CF ] Corridor 		
CF | > 		
CF | > OOPS SELLOTAPE 		
CF | 		
CF | Putting things on the marbles would achieve nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put sellotape on tube" 		
CF ] Corridor 		
CF | > 		
CF | > PUT SELLOTAPE ON TUBE 		
CF | 		
CF | Putting things on the large cardboard tube would achieve nothing. 		
CF | 		
CF | > 		Roger asks, "have we tried unpacking the dog in the same room as the coffee machine?"
		DavidW says, "no"
		Roger says, "I think there were some hints in that direction"
		DavidW asks, "restart?"
		MoyTravis says, "Yeah, there was a line that the scent of coffee was enough to drive a dog mad. But we'd need to restart."
		MoyTravis says, "Mrmhrm."
DavidW says (to ClubFloyd), "restart" 		
CF ] Corridor 		
CF | > 		
CF | > RESTART 		
CF | 		
CF | Are you sure you want to restart? 		
DavidW says (to ClubFloyd), "yes" 		
CF | 		
CF | 		
CF | 		
CF | It's another nice, sunny day outside. The bird are singing, the 		
CF | flowers are beaming, and all is well. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Well, that's what you assume, since in actual fact you're inside a 		
CF | brand new office on the sixth floor of the Weiner Corporation's newest 		
CF | skyscraper. At any rate, the job pays well, and your day usually 		
CF | passes by without any notable incidents to marr its pleasing monotony. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | But something is different today. Cold sweat glistens on your brow. 		
CF | You know all too well what this means. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Office 		
CF | 		
CF | Somewhere...somehow... a duck is watching you. 		
CF | 		
CF | A N A T I D A E P H O B I A 		
CF | An Interactive Fiction by Peregrine Wade 		
CF | Release 1 / Serial number 170108 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Office (on the office chair) 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open drawer" 		
CF ] Office 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You pull open the drawer, and find only a lonely-looking pair of 		
CF | scissors. You decide after some deliberation to take this with you 		
CF | (you never know when it might come in handy...) 		
CF | 		
CF | You're sure of it. There's a duck watching you right now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x acme" 		
CF ] Office 		
CF | > 		
CF | > X ACME 		
CF | 		
CF | You glance at it through the glass window, and shudder. The duck is 		
CF | there, peering out through an office window, staring at you through 		
CF | caricatural binoculars. 		
CF | 		
CF | You wipe off a bead of sweat. Why did it have to be here? Why did it 		
CF | have to be now? Why? WHY? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | (first getting off the office chair) 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take tube" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE TUBE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Corridor 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open tube" 		
CF ] Coffee Room 		
CF | > 		
CF | > OPEN TUBE 		
CF | 		
CF | You open the large cardboard tube, revealing a weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dog" 		
CF ] Coffee Room 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | It looks up placidly at you, and yawns, mumbling something 		
CF | unintelligible about coffee in the morning. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dog" 		
CF ] Coffee Room 		
CF | > 		
CF | > TAKE DOG 		
CF | 		
CF | You pull the weiner dog out from the tube. This takes some time, and 		
CF | it is only by seizing it by the hind legs and swinging it around the 		
CF | room that the tube finally flies off, ricochetting off the wall in the 		
CF | process. The dog grumbles a bit, muttering about "Inhuman Resources" 		
CF | under its breath. 		
CF | 		
CF | > 		Jacqueline says, "Goodness"
DavidW says (to ClubFloyd), "talk to dog" 		
CF ] Coffee Room 		
CF | > 		
CF | > TALK TO DOG 		
CF | 		
CF | You have no idea what you would say to the weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put dog on machine" 		
CF ] Coffee Room 		
CF | > 		
CF | > PUT DOG ON MACHINE 		
CF | 		
CF | Putting things on the coffee machine would achieve nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to machine" 		
CF ] Coffee Room 		
CF | > 		
CF | > TALK TO MACHINE 		
CF | 		
CF | You clear your throat, and cough. "Ahem? Mr Coffee Machine? Are you 		
CF | all right?" 		
CF | 		
CF | "I feel terrible," the coffee machine groans. "My self-esteem is down 		
CF | the toilet. I'm tragically misunderstood. The whole world conspires 		
CF | against me." 		
CF | 		
CF | 1) "Okay, I'm sorry to hear that. Would it be okay if I had a cup of 		
CF | coffee?" 		
CF | 2) "Oh, come one, it can't be that bad." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Coffee Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Okay, I'm sorry to hear that. Would it be okay if I had a cup of 		
CF | coffee?"] 		
CF | 		
CF | The coffee machine replies, somewhat disgruntedly, "Suit yourself. You 		
CF | know exactly how to push my buttons, don't you?" 		
CF | 		
CF | With a sigh, it stares up at the ceiling and relapses into silence. 		
CF | 		
CF | Feeling somewhat guilty, you get yourself a cup of coffee, but when 		
CF | the moment comes to drink it you merely look down into its murky 		
CF | depths, seeing the coffee machine's discontent reflected from its 		
CF | swirling surface. So you stand there, holding it in your hand, your 		
CF | thoughts drifting back to the one thing which still remains 		
CF | unresolved: the matter of that duck. 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | You can also see a large cardboard tube (empty) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to machine" 		
CF ] Coffee Room 		
CF | > 		
CF | > TALK TO MACHINE 		
CF | 		
CF | The coffee machine sulks, and refuses to pay any further attention to 		
CF | anything you might want to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Coffee Room 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Coffee Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Coffee Room 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Coffee Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Coffee Room 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Oh, come one, it can't be that bad."] 		
CF | 		
CF | "Not that bad?" the coffee machine snorts bitterly. "Not that 		
CF | bad?!? God dang it, I've been working here for 65 years and I've never 		
CF | even been promoted! I don't even get my own office chair! 		
CF | That would be so little to ask for -- an office chair of my own, to 		
CF | sit on whenever I feel tired, a token of respect for all the coffee 		
CF | I've pumped out all those years! The Weiner Corporation would have 		
CF | NEVER been as successful as it is without MY coffee to keep their 		
CF | minds sharp and lively into the wee hours of the night!" 		
CF | 		
CF | 1) "Ahem... talking about coffee... could I have some, please?" 		
CF | 2) "Ahem... isn't there something you could do?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Coffee Room 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Ahem... isn't there something you could do?"] 		
CF | 		
CF | "Like, I don't know... have you tried talking to a psychiatrist?" you 		
CF | add, patting the coffee machine on the -- for lack of a better word -- 		
CF | "shoulder". 		
CF | 		
CF | "Psychiatrist? I'm not mad, you idiot!" the machine retorts angrily. 		
CF | "This is it! I'm not going to put up with this sort of crap any more! 		
CF | I'm handing in my resignation! Right now, do you hear?" 		
CF | 		
CF | It hops out of the room and down the corridor at breakneck speed. Soon 		
CF | afterwards, to your dismay, you hear the sound of a heavy coffee 		
CF | machine falling down six flights of stairs in a record-breaking (and 		
CF | neck-breaking) 3.45 seconds. 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | You can also see a large cardboard tube (empty) here. 		
CF | 		
CF | > 		DavidW says, "hm. Maybe give the chair THEN talk to them."
		MoyTravis asks, "...uh. Well. Hmm. Check marbles?"
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		MoyTravis says, "Also I scrolled back up and I think the strong scent applies after the chair."
DavidW says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
DavidW presses the yellow enter button. 		
CF ] Corridor 		
CF | > RESTORERestore failed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "restart" 		
CF ] Corridor 		
CF | > 		
CF | > RESTART 		
CF | 		
CF | Are you sure you want to restart? 		
DavidW says (to ClubFloyd), "yes" 		
CF | 		
CF | 		
CF | 		
CF | It's another nice, sunny day outside. The bird are singing, the 		
CF | flowers are beaming, and all is well. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Well, that's what you assume, since in actual fact you're inside a 		
CF | brand new office on the sixth floor of the Weiner Corporation's newest 		
CF | skyscraper. At any rate, the job pays well, and your day usually 		
CF | passes by without any notable incidents to marr its pleasing monotony. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | But something is different today. Cold sweat glistens on your brow. 		
CF | You know all too well what this means. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Office 		
CF | 		
CF | Somewhere...somehow... a duck is watching you. 		
CF | 		
CF | A N A T I D A E P H O B I A 		
CF | An Interactive Fiction by Peregrine Wade 		
CF | Release 1 / Serial number 170108 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Office (on the office chair) 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open drawer" 		
CF ] Office 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You pull open the drawer, and find only a lonely-looking pair of 		
CF | scissors. You decide after some deliberation to take this with you 		
CF | (you never know when it might come in handy...) 		
CF | 		
CF | You're sure of it. There's a duck watching you right now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search mail" 		
CF ] Office 		
CF | > 		
CF | > SEARCH MAIL 		
CF | 		
CF | You find a letter from none other than "Mr. Coffee Machine"! How odd. 		
CF | A quick glance indicates that he is appealing to the powers that be 		
CF | for the right to have his own office chair. 		
CF | 		
CF | You wipe off a bead of sweat. Why did it have to be here? Why did it 		
CF | have to be now? Why? WHY? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x acme" 		
CF ] Office 		
CF | > 		
CF | > X ACME 		
CF | 		
CF | You glance at it through the glass window, and shudder. The duck is 		
CF | there, peering out through an office window, staring at you through 		
CF | caricatural binoculars. 		
CF | 		
CF | You loosen your tie with one hand, and glance around fearfully. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair south" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR SOUTH 		
CF | 		
CF | You kick the wheeled chair, and by the virtue of Newton's third law 		
CF | the office chair rolls south into the next room, carrying you along 		
CF | with it. Wheeeeee! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | (first getting off the office chair) 		
CF | You can't go that way. 		
CF | 		
CF | > 		Roger asks, "on the other hand, we did at least end up with a cup of coffee in that last scenario, I think?"
		DavidW says, "yes, we did."
DavidW says (to ClubFloyd), "get on chair" 		
CF ] Corridor 		
CF | > 		
CF | > GET ON CHAIR 		
CF | 		
CF | You stand up on the chair, wobbling slightly as you do so. Now what 		
CF | next? 		
CF | 		
CF | Corridor (on the office chair) 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on chair" 		
CF ] Corridor 		
CF | > 		
CF | > SIT ON CHAIR 		
CF | 		
CF | But you're already on the office chair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | (first getting off the office chair) 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Corridor 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on chair" 		
CF ] Corridor 		
CF | > 		
CF | > SIT ON CHAIR 		
CF | 		
CF | You stand up on the chair, wobbling slightly as you do so. Now what 		
CF | next? 		
CF | 		
CF | Corridor (on the office chair) 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | (first getting off the office chair) 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair east" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR EAST 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls east into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | The coffee machine notices that you have brought an office chair into 		
CF | the room! "Golly, is that for me?" it gasps. 		
CF | 		
CF | "Yup," you reply. 		
CF | 		
CF | With herethereto unsuspected nimbleness, the great lumbering 		
CF | caffeine-dispensing contraction hops onto the chair, whooping with 		
CF | delight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to machine" 		
CF ] Coffee Room 		
CF | > 		
CF | > TALK TO MACHINE 		
CF | 		
CF | "I just wanted to know if I could have some coffee," you venture to 		
CF | inquire. 		
CF | 		
CF | "Coffee? Of course! Have some!" the machine replies cheerily, and 		
CF | before you know it you have a steaming cup of coffee in your hand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thank machine" 		
CF ] Coffee Room 		
CF | > 		
CF | > THANK MACHINE 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x coffee" 		
CF ] Coffee Room 		
CF | > 		
CF | > X COFFEE 		
CF | 		
CF | (the cup of coffee) 		
CF | It's a plastic cup, predictably filled with black murky liquid that 		
CF | one must assume was coffee at some point in the past. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drink coffee" 		
CF ] Coffee Room 		
CF | > 		
CF | > DRINK COFFEE 		
CF | 		
CF | (the cup of coffee) 		
CF | Come to think of it, coffee will not steady your fraying nerves in any 		
CF | conceivable way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		Roger says, "coffee is for poisoning, as everyone knows"
DavidW says (to ClubFloyd), "open tube" 		
CF ] Storage Room 		
CF | > 		
CF | > OPEN TUBE 		
CF | 		
CF | You open the large cardboard tube, revealing a weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give coffee to dog" 		
CF ] Storage Room 		
CF | > 		
CF | > GIVE COFFEE TO DOG 		
CF | 		
CF | The dog crawls out of the cardboard tube at the smell of your 		
CF | offering. "Thanks," it mumbles, and then slurps it up noisily. 		
CF | 		
CF | Within seconds, it is completely transformed! It starts running 		
CF | around the room like a lunatic. 		
CF | 		
CF | > 		DavidW says, "okay, this is new"
DavidW says (to ClubFloyd), "take dog" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE DOG 		
CF | 		
CF | The dog is highly agitated and refuses to be picked up, threatening to 		
CF | bite you every time you make an attempt to grab it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push dog south" 		
CF ] Storage Room 		
CF | > 		
CF | > PUSH DOG SOUTH 		
CF | 		
CF | The weiner dog cannot be pushed from place to place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to dog" 		
CF ] Storage Room 		
CF | > 		
CF | > TALK TO DOG 		
CF | 		
CF | You have no idea what you would say to the weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Storage Room 		
CF | > 		
CF | > L 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | You can also see a weiner dog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dog" 		
CF ] Storage Room 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | It looks very agitated, and is constantly trying to bite everything 		
CF | within reach. 		
CF | 		
CF | > 		Roger says, "anything else in that tube"
		Roger asks, "?"
DavidW says (to ClubFloyd), "look in tube" 		
CF ] Storage Room 		
CF | > 		
CF | > LOOK IN TUBE 		
CF | 		
CF | The large cardboard tube is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tube" 		
CF ] Storage Room 		
CF | > 		
CF | > X TUBE 		
CF | 		
CF | This large cardboard tube looks like it would be quick easy to cut up 		
CF | with the aid of ordinary scissors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut tube" 		
CF ] Storage Room 		
CF | > 		
CF | > CUT TUBE 		
CF | 		
CF | You take a few minutes of your time to neatly cut the tube into two 		
CF | long, equal pieces. As you let them fall to the floor, you notice that 		
CF | they look remarkably like cardboard skis! This is food for thought. 		
CF | 		
CF | > 		Roger says, "well well well"
DavidW says (to ClubFloyd), "wear cardboard" 		
CF ] Storage Room 		
CF | > 		
CF | > WEAR CARDBOARD 		
CF | 		
CF | (first taking the pieces of cardboard which look like cardboard skis) 		
CF | You can't wear those! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		Roger says, "I think maybe we need to tape them on"
		DavidW says, "okay...."
DavidW says (to ClubFloyd), "s" 		
CF ] Lift 		
CF | > 		
CF | > S 		
CF | 		
CF | As you enter the elevator, the doors close behind you, uttering a 		
CF | peculiar squeaking noise in the process. With a whirr, and without you 		
CF | having even had the time to fiddle around with the buttons, the 		
CF | elevator begins to descend -- into lunacy? Who knows. 		
CF | 		
CF | Lift 		
CF | The elevator in which you are currently standing smells strongly of 		
CF | canine interference. A panel of buttons covers one wall. 		
CF | 		
CF | As if to attract your attention, the elevator whines like a dog whose 		
CF | nose has just been bopped over the nose with a newspaper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Corridor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Corridor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Corridor 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair w" 		
CF ] Coffee Room 		
CF | > 		
CF | > PUSH CHAIR W 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls west into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair w" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR W 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls west into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair n" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR N 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls north into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | The office chair is bowed down beneath the weight of a smug-looking 		
CF | coffee machine. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | You can also see a weiner dog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on chair" 		
CF ] Storage Room 		
CF | > 		
CF | > GET ON CHAIR 		
CF | 		
CF | You stand up on the chair, wobbling slightly as you do so. Now what 		
CF | next? 		
CF | 		
CF | Storage Room (on the office chair) 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | There is a strong stench of coffee here, almost sufficient to drive 		
CF | small dogs mad. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | You can also see a weiner dog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut sellotape" 		
CF ] Storage Room 		
CF | > 		
CF | > CUT SELLOTAPE 		
CF | 		
CF | You cut the sellotape with a neat snip of the scissors, and retrieve 		
CF | the rest of it for your own personal use. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Storage Room 		
CF | > 		
CF | > D 		
CF | 		
CF | (first getting off the office chair) 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tape cardboard" 		
CF ] Corridor 		
CF | > 		
CF | > TAPE CARDBOARD 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put tape on cardboard" 		
CF ] Corridor 		
CF | > 		
CF | > PUT TAPE ON CARDBOARD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put sellotape on cardboard" 		
CF ] Corridor 		
CF | > 		
CF | > PUT SELLOTAPE ON CARDBOARD 		
CF | 		
CF | Putting things on the pieces of cardboard which look like cardboard 		
CF | skis would achieve nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on cardboard" 		
CF ] Corridor 		
CF | > 		
CF | > STAND ON CARDBOARD 		
CF | 		
CF | They're not something you can stand on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ski" 		
CF ] Corridor 		
CF | > 		
CF | > SKI 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | You are about to go down the stairs when you abruptly become aware of 		
CF | one niggling fact: namely, that each and every single step is 		
CF | carefully layered with marbles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "use skis" 		
CF ] Corridor 		
CF | > 		
CF | > USE SKIS 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x skis" 		
CF ] Corridor 		
CF | > 		
CF | > X SKIS 		
CF | 		
CF | You could conceivably attach these to your feet -- if you had 		
CF | something to attach them with, that is. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attach skis to feet" 		
CF ] Corridor 		
CF | > 		
CF | > ATTACH SKIS TO FEET 		
CF | 		
CF | You laboriously sellotape the first piece of cardboard to your right 		
CF | foot, and then the second piece of cardboard to your left foot. Now 		
CF | you are officially equipped with utterly demented cardboard skis! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | You glance at the marbles, but your mind is already made up. You are 		
CF | going to ski your way down there like a champion. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | With a yell of triumph (or fear?) you go forth! Marbles rattle and 		
CF | scuttle away in panic as you hurtle down the stairs! 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		MoyTravis says, "Wha - oh no."
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | You go down all six flights of stairs in exactly 3.1415 seconds! (You 		
CF | are very meticulous about those things.) This daring ride culminates 		
CF | in your triumphant (but brief) arrival in the lobby of the Weiner 		
CF | Corporation. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Roger says, "wheeeee"
		Knight_Otu says, "What could possibly go wrong."
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Propelled by all the momentum you've just gained, you sail out through 		
CF | the revolving doors, across the street (narrowly avoiding an entire 		
CF | flock of boneless chickens, who were for some incomprehensible reason 		
CF | trying to cross the road) and at long last arrive in the lobby of the 		
CF | ACME Corporation. This is exactly what you wanted. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Lobby 		
CF | 		
CF | For, hidden upon one of the myriad floors of the ACME Corporation's 		
CF | skyscraper, the DUCK awaits. (And so does your timely revenge!) 		
CF | 		
CF | Lobby 		
CF | The lobby stretches out before you, a beautiful pristine space with 		
CF | sliding doors awaiting you to the south, leading out into the busy 		
CF | street. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		Roger says, "shall we save"
		DavidW says, "okay, I get the feeling that we goofed already, that we wanted to ship the dog to ACME first."
		DavidW says, "and give him the coffee there."
DavidW clears the save counter. 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Lobby 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter elevator" 		
CF ] Lift 		
CF | > 		
CF | > ENTER ELEVATOR 		
CF | 		
CF | Before you can enter the elevator, a security guard (who you could 		
CF | have sworn was not there a second ago) frisks you, relieving you of 		
CF | all your suspicious-looking personal items. A few seconds later, you 		
CF | are half-naked, standing only in your underwear. "You're good to go," 		
CF | the guard grunts, and pushes you into the elevator most uncourteously. 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 0 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Lift 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		DavidW says, "ah. Yes. The fax would get weapons across for us."
		MoyTravis says, "Or we could go to floor 9 and acquire antiquated but presumably effective anti-duck weapons."
		DavidW asks, "Does anyone remember the ACME floor descriptions?"
DavidW says (to ClubFloyd), "push 9" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 9 		
CF | 		
CF | You press button 9. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > OUT 		
CF | 		
CF | ACME Anachronisms 		
CF | This is a mystifying room. You wonder what on earth it is for. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | Lying on the floor here is a curious, cylindrical piece of metal. 		
CF | 		
CF | > 		Knight_Otu says, "What if the duck is there already"
DavidW says (to ClubFloyd), "x metal" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > X METAL 		
CF | 		
CF | Upon closer examination, you find that this is a light-saber! How 		
CF | anachronistic. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a light-saber 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wave it" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > WAVE IT 		
CF | 		
CF | You wave the light-saber. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 9 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 10" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 10 		
CF | 		
CF | You press button 10. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] ACME Ice-cream 		
CF | > 		
CF | > OUT 		
CF | 		
CF | ACME Ice-cream 		
CF | Golly! So this is where they make the ice-cream! 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		Knight_Otu says, ">CUT OFF ALL HANDS."
DavidW says (to ClubFloyd), "x ice-cream" 		
CF ] ACME Ice-cream 		
CF | > 		
CF | > X ICE-CREAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "..."
DavidW says (to ClubFloyd), "x ice cream" 		
CF ] ACME Ice-cream 		
CF | > 		
CF | > X ICE CREAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis asks, "Is...11 a valid one?"
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 10 		
CF | - though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 11" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 11 		
CF | 		
CF | You press button 11. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Floor 11 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Floor 11 		
CF | A long hallway, through which stereotypical movie villains wearing 		
CF | business suits casually go to and fro, glancing at their watches. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		MoyTravis says, "Also I want to visit the "unspeakable things" floor on the 8th."
DavidW says (to ClubFloyd), "x villains" 		
CF ] Floor 11 		
CF | > 		
CF | > X VILLAINS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Floor 11 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 11 		
CF | - though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 8" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 8 		
CF | 		
CF | You press button 8. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] ACME Monsters 		
CF | > 		
CF | > OUT 		
CF | 		
CF | ACME Monsters 		
CF | You appear to have come upon an entire Convention of monsters, 		
CF | vampires, creatures, and other eldritch things that go bump in the 		
CF | night. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x monsters" 		
CF ] ACME Monsters 		
CF | > 		
CF | > X MONSTERS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 8 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 69" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 69 		
CF | 		
CF | There are only 27 floors. 		
CF | 		
CF | > 		MoyTravis says, "...there are 17 more floors than the phone person said huh."
		MoyTravis asks, "We want the roof?"
		DavidW says, "It might help if we knew which floor we were on originally."
DavidW says (to ClubFloyd), "push 27" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 27 		
CF | 		
CF | You press button 27. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Floor 27 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Floor 27 		
CF | A long hallway, through which gorillas wearing business suits casually 		
CF | go to and fro, glancing at their watches. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		Roger | That's not a problem at all. We cater to all needs: the Clown Department is on the first floor, the Jungle Department on the second floor, the Toothpick Department is on the third floor, bananas are plentiful on the fourth floor, we have fire and brimstone on the fifth floor, doughnuts on the seventh floor, unspeakable things on the eighth floor, anachronistic but potentially useful duck-killing weapons on the ninth floor, and if you like ice-cream you can always go to the tenth floor. Please keep in mind, however, that before entering the elevator you will be stripped of all suspicious belongings by our diligent Security Brigade."
DavidW says (to ClubFloyd), "u" 		
CF ] Floor 27 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 27 		
CF | - though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		DavidW says, "5th floor might be the hell where the fax machine sends things to."
DavidW says (to ClubFloyd), "push 5" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 5 		
CF | 		
CF | You press button 5. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] ACME Hell 		
CF | > 		
CF | > OUT 		
CF | 		
CF | ACME Hell 		
CF | The Infernal Regions TM (Lite Version) stretch out before you. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		Roger says, "sounds plausible"
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 5 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 1" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 1 		
CF | 		
CF | You press button 1. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] ACME Clowns 		
CF | > 		
CF | > OUT 		
CF | 		
CF | ACME Clowns 		
CF | Clowns pace to and fro, looking serious. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "why so serious?" 		
CF ] ACME Clowns 		
CF | > 		
CF | > WHY SO SERIOUS? 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 1 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 6" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 6 		
CF | 		
CF | You press button 6. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Duck Hideout 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Duck Hideout 		
CF | At last! You've found it. 		
CF | 		
CF | Standing before you, with somewhat a malevolent air, is the Mad Duck. 		
CF | 		
CF | The duck sees you, and smiles. "At last, Pond. You've found my... 		
CF | what's the word? ... aha!... my secret lair. How clever of you, 		
CF | indeed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kill duck" 		
CF ] Duck Hideout 		
CF | > 		
CF | > KILL DUCK 		
CF | 		
CF | With a barbarian yell, you lunge forward, ready for the Fight of the 		
CF | Century (TM). 		
CF | 		
CF | 1) Hit the duck on the head 		
CF | 2) Kick the duck in the stomach 		
CF | 3) Attack him with your light-saber 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 3 		
CF | 		
CF | [Attack him with your light-saber] 		
CF | 		
CF | You pull out the light-saber that you found in the Anachronism 		
CF | Department, and bring it down upon the duck's head. At the very last 		
CF | moment, however, he blocks your blow with his own light-saber! There 		
CF | is a ZZZZZZZZZZZ noise as the two laser blades come into contact. 		
CF | 		
CF | 1) Kick the duck in the private parts 		
CF | 2) Use the Force 		
CF | 		
CF | > 		Jacqueline says, "hee"
DavidW says (to ClubFloyd), "1" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 1 		
CF | 		
CF | [Kick the duck in the private parts] 		
CF | 		
CF | Taking advantage of the fact that the duck is busy fending off your 		
CF | attack, you swing your knee and totally go for it. The duck makes an 		
CF | odd "Spprfhgzhjl" sound and drops his light-saber on the floor. 		
CF | 		
CF | 1) Kill the duck 		
CF | 2) Talk to the duck 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | [Kill the duck] 		
CF | 		
CF | "No!" the duck quacks in panic. "Spare me! Spare me! I am --" 		
CF | 		
CF | His last words are cut off, along with his head. 		
CF | 		
CF | And thus with a weary sigh you leave his corpse behind, a most 		
CF | uncartoony spectacle in a cartoony world. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | And so you vanish into the underworld of the ACME Corporation, 		
CF | pursued by the iron hand of the law, embracing your fears. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Years later, a name rises from the shadows, rising up against evil. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Duck Hideout 		
CF | 		
CF | Duckman. 		
CF | 		
CF | 		
CF | *** Wow, that was a grim ending *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		Jacqueline says, "It really was a grim ending."
		MoyTravis exclaims, "Hooray!"
		Jacqueline asks, "What if you had used the force?"
		Roger says, "in the grim future of Acme Corporation there is only DUCK CORPSE"
		Jacqueline asks, "Could you have just suffocated him, and avoided all this bloodshed?"
		DavidW says, "I'm thinking there are other endings."
		DavidW says, "We never used the squid, either."
		Jacqueline says, "I wondered if he was just there for the cuteness."
		DavidW says, "I think it was another weapon choice."
		Roger says, "maybe we need to ink up the coffee"
DavidW says (to ClubFloyd), "Can I restart?" 		
CF ] Duck Hideout 		
CF | > 		
CF | > CAN I RESTART? 		
CF | 		
CF | Please give one of the answers above. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		DavidW asks, "can I restart?"
		Knight_Otu says, "Sure."
		MoyTravis says, "NEVER."
DavidW says (to ClubFloyd), "restart" 		
CF | 		
CF | 		
CF | 		
CF | It's another nice, sunny day outside. The bird are singing, the 		
CF | flowers are beaming, and all is well. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		MoyTravis says, "But, actually, sure."
		Roger says, "appears so"
DavidW says (to ClubFloyd), "push space" 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Well, that's what you assume, since in actual fact you're inside a 		
CF | brand new office on the sixth floor of the Weiner Corporation's newest 		
CF | skyscraper. At any rate, the job pays well, and your day usually 		
CF | passes by without any notable incidents to marr its pleasing monotony. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | But something is different today. Cold sweat glistens on your brow. 		
CF | You know all too well what this means. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Office 		
CF | 		
CF | Somewhere...somehow... a duck is watching you. 		
CF | 		
CF | A N A T I D A E P H O B I A 		
CF | An Interactive Fiction by Peregrine Wade 		
CF | Release 1 / Serial number 170108 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Office (on the office chair) 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open drawer" 		
CF ] Office 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You pull open the drawer, and find only a lonely-looking pair of 		
CF | scissors. You decide after some deliberation to take this with you 		
CF | (you never know when it might come in handy...) 		
CF | 		
CF | You're sure of it. There's a duck watching you right now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search mail" 		
CF ] Office 		
CF | > 		
CF | > SEARCH MAIL 		
CF | 		
CF | You find a letter from none other than "Mr. Coffee Machine"! How odd. 		
CF | A quick glance indicates that he is appealing to the powers that be 		
CF | for the right to have his own office chair. 		
CF | 		
CF | You wipe off a bead of sweat. Why did it have to be here? Why did it 		
CF | have to be now? Why? WHY? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x acme" 		
CF ] Office 		
CF | > 		
CF | > X ACME 		
CF | 		
CF | You glance at it through the glass window, and shudder. The duck is 		
CF | there, peering out through an office window, staring at you through 		
CF | caricatural binoculars. 		
CF | 		
CF | You loosen your tie with one hand, and glance around fearfully. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | (first getting off the office chair) 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair s" 		
CF ] Office 		
CF | > 		
CF | > PUSH CHAIR S 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls south into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair w" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR W 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls west into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair n" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR N 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair n" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR N 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls north into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Storage Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on chair" 		
CF ] Storage Room 		
CF | > 		
CF | > GET ON CHAIR 		
CF | 		
CF | You stand up on the chair, wobbling slightly as you do so. Now what 		
CF | next? 		
CF | 		
CF | Storage Room (on the office chair) 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | Dangling from the ceiling is a long roll of sellotape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sellotape" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE SELLOTAPE 		
CF | 		
CF | You cut the sellotape with a neat snip of the scissors, and retrieve 		
CF | the rest of it for your own personal use. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Storage Room 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You get off the office chair. 		
CF | 		
CF | Storage Room 		
CF | This room is filled with empty boxes, of the sort used for packaging. 		
CF | The only obvious exit is south. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | On the floor is a large cardboard tube with both ends sealed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair south" 		
CF ] Storage Room 		
CF | > 		
CF | > PUSH CHAIR SOUTH 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls south into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open tube" 		
CF ] Storage Room 		
CF | > 		
CF | > OPEN TUBE 		
CF | 		
CF | You open the large cardboard tube, revealing a weiner dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dog" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE DOG 		
CF | 		
CF | You pull the weiner dog out from the tube. This takes some time, and 		
CF | it is only by seizing it by the hind legs and swinging it around the 		
CF | room that the tube finally flies off, ricochetting off the wall in the 		
CF | process. The dog grumbles a bit, muttering about "Inhuman Resources" 		
CF | under its breath. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut tube" 		
CF ] Storage Room 		
CF | > 		
CF | > CUT TUBE 		
CF | 		
CF | You take a few minutes of your time to neatly cut the tube into two 		
CF | long, equal pieces. As you let them fall to the floor, you notice that 		
CF | they look remarkably like cardboard skis! This is food for thought. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take skis" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE SKIS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dog" 		
CF ] Storage Room 		
CF | > 		
CF | > TAKE DOG 		
CF | 		
CF | The weiner dog allows you to pick it up, staring at you with 		
CF | drowsiness in its eyes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair e" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR E 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls east into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Corridor 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chair e" 		
CF ] Corridor 		
CF | > 		
CF | > PUSH CHAIR E 		
CF | 		
CF | The office chair, propelled by your gentle push, rolls east into the 		
CF | next room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put dog in fax" 		
CF ] Office 		
CF | > 		
CF | > PUT DOG IN FAX 		
CF | 		
CF | You put the weiner dog into the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dial 5" 		
CF ] Office 		
CF | > 		
CF | > DIAL 5 		
CF | 		
CF | There is a ZZZZZIP noise, and then it is done. "Item faxed to the 		
CF | ACME Hell," the electronic voice drones on in despair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put scissors in fax" 		
CF ] Office 		
CF | > 		
CF | > PUT SCISSORS IN FAX 		
CF | 		
CF | You put the pair of scissors into the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dial 5" 		
CF ] Office 		
CF | > 		
CF | > DIAL 5 		
CF | 		
CF | There is a ZZZZZIP noise, and then it is done. "Item faxed to the 		
CF | ACME Hell," the electronic voice drones on in despair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search pocket" 		
CF ] Office 		
CF | > 		
CF | > SEARCH POCKET 		
CF | 		
CF | In the breast pocket is a portable squid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove tie" 		
CF ] Office 		
CF | > 		
CF | > REMOVE TIE 		
CF | 		
CF | You take off the tie. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put squid and tie in fax" 		
CF ] Office 		
CF | > 		
CF | > PUT SQUID AND TIE IN FAX 		
CF | 		
CF | portable squid: (first taking the portable squid) 		
CF | Done. 		
CF | tie: Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dial 5" 		
CF ] Office 		
CF | > 		
CF | > DIAL 5 		
CF | 		
CF | There is a ZZZZZIP noise, and then it is done. "Item faxed to the 		
CF | ACME Hell," the electronic voice drones on in despair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in fax" 		
CF ] Office 		
CF | > 		
CF | > LOOK IN FAX 		
CF | 		
CF | The fax machine is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Office 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some pieces of cardboard which look like cardboard skis 		
CF | some sellotape 		
CF | a shirt (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Coffee Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Coffee Room 		
CF | Coffee rooms are the lungs of the Weiner Corporation, filled with 		
CF | caffeine to the same extent that the lungs of excessively successful 		
CF | businessmen are habitually filled with nicotine. 		
CF | 		
CF | The office chair stands upon its wobbly wheels, sighing slightly. 		
CF | 		
CF | On the wall, someone has carelessly pinned a poster for the latest 		
CF | movie blockbuster. That's clearly a violation of company policy. 		
CF | 		
CF | Lurking in the corner of the room, looking rather disgruntled, is the 		
CF | coffee machine. 		
CF | 		
CF | A long wire comes into the room from the west, and you perceive that 		
CF | it is connected to a plug in the wall. Why anyone thought this was 		
CF | necessary is rather hard to divine. 		
CF | 		
CF | The coffee machine notices that you have brought an office chair into 		
CF | the room! "Golly, is that for me?" it gasps. 		
CF | 		
CF | "Yup," you reply. 		
CF | 		
CF | With herethereto unsuspected nimbleness, the great lumbering 		
CF | caffeine-dispensing contraction hops onto the chair, whooping with 		
CF | delight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to machine" 		
CF ] Coffee Room 		
CF | > 		
CF | > TALK TO MACHINE 		
CF | 		
CF | "I just wanted to know if I could have some coffee," you venture to 		
CF | inquire. 		
CF | 		
CF | "Coffee? Of course! Have some!" the machine replies cheerily, and 		
CF | before you know it you have a steaming cup of coffee in your hand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take poster" 		
CF ] Coffee Room 		
CF | > 		
CF | > TAKE POSTER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Office 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put poster and coffee in machine" 		
CF ] Office 		
CF | > 		
CF | > PUT POSTER AND COFFEE IN MACHINE 		
CF | 		
CF | movie poster: Done. 		
CF | cup of coffee: Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dial 5" 		
CF ] Office 		
CF | > 		
CF | > DIAL 5 		
CF | 		
CF | There is a ZZZZZIP noise, and then it is done. "Item faxed to the 		
CF | ACME Hell," the electronic voice drones on in despair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Office 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | It's a pink telephone with yellow flowers painted on it. It's quite... 		
CF | stylish? As you stare at it, the thought occurs to you that it might 		
CF | be a good idea to call someone. 		
CF | 		
CF | In fact, there are plenty of people you could call. You have their 		
CF | numbers memorized by heart, as a matter of fact. You could contact... 		
CF | 		
CF | 1) the police 		
CF | 2) the local hospital 		
CF | 3) your aunt 		
CF | 4) the head of Inhuman Resources 		
CF | 5) the ACME Corporation 		
CF | 6) the nearest pizzeria 		
CF | 7) the nearest Pest Control unit 		
CF | 8) the Society for the Care and Protection of Conspiracy Theories 		
CF | 9) Gary Larson 		
CF | 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "6" 		
CF ] Office 		
CF | > 		
CF | > 6 		
CF | 		
CF | [the nearest pizzeria] 		
CF | 		
CF | The response is immediate. What pizza would you like, buddy? 		
CF | 		
CF | "Give me," you say, suddenly sounding very determined, "the Mother of 		
CF | All Pizzas." 		
CF | 		
CF | "With pepperoni on top?""With pepperoni on top." 		
CF | 		
CF | When you finally hang up a few minutes later, you rest safely in the 		
CF | knowledge that the most awesome pizza known to mankind is speeding on 		
CF | its way to you. 		
CF | 		
CF | Office 		
CF | One entire wall (the north one, as it happens) is nothing else but a 		
CF | great pane of glass, through which you can see the cityscape that lies 		
CF | outside. The office itself is sparsely furnished: it is equipped with 		
CF | merely a desk, a fax machine, a telephone and a cow. To the south is 		
CF | an open door. 		
CF | 		
CF | A long wire extends across the room, originating from the fax machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor heads off to the east and west, and you can always choose 		
CF | to re-enter your office to the north, via an open door upon which your 		
CF | name and job have been inscribed in a decidedly shoddy fashion. There 		
CF | is a faint aroma in the air, but that is not important. 		
CF | 		
CF | A long wire snakes its way out from your office, and heads down the 		
CF | corridor to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Corridor 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Corridor 		
CF | The corridor ends here, and there are stairs heading down to the west. 		
CF | To the east, the corridor continues in a shuffling sort of way. If you 		
CF | should feel the need, you may always enter the elevator which is 		
CF | situated (for your benefit) to the south, or else enter the storage 		
CF | room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attach skis to feet" 		
CF ] Corridor 		
CF | > 		
CF | > ATTACH SKIS TO FEET 		
CF | 		
CF | You laboriously sellotape the first piece of cardboard to your right 		
CF | foot, and then the second piece of cardboard to your left foot. Now 		
CF | you are officially equipped with utterly demented cardboard skis! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | You glance at the marbles, but your mind is already made up. You are 		
CF | going to ski your way down there like a champion. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | With a yell of triumph (or fear?) you go forth! Marbles rattle and 		
CF | scuttle away in panic as you hurtle down the stairs! 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | You go down all six flights of stairs in exactly 3.1415 seconds! (You 		
CF | are very meticulous about those things.) This daring ride culminates 		
CF | in your triumphant (but brief) arrival in the lobby of the Weiner 		
CF | Corporation. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Propelled by all the momentum you've just gained, you sail out through 		
CF | the revolving doors, across the street (narrowly avoiding an entire 		
CF | flock of boneless chickens, who were for some incomprehensible reason 		
CF | trying to cross the road) and at long last arrive in the lobby of the 		
CF | ACME Corporation. This is exactly what you wanted. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Lobby 		
CF | 		
CF | For, hidden upon one of the myriad floors of the ACME Corporation's 		
CF | skyscraper, the DUCK awaits. (And so does your timely revenge!) 		
CF | 		
CF | Lobby 		
CF | The lobby stretches out before you, a beautiful pristine space with 		
CF | sliding doors awaiting you to the south, leading out into the busy 		
CF | street. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Before you can enter the elevator, a security guard (who you could 		
CF | have sworn was not there a second ago) frisks you, relieving you of 		
CF | all your suspicious-looking personal items. A few seconds later, you 		
CF | are half-naked, standing only in your underwear. "You're good to go," 		
CF | the guard grunts, and pushes you into the elevator most uncourteously. 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 0 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 9" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 9 		
CF | 		
CF | You press button 9. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > OUT 		
CF | 		
CF | ACME Anachronisms 		
CF | This is a mystifying room. You wonder what on earth it is for. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | Lying on the floor here is a curious, cylindrical piece of metal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x metal" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > X METAL 		
CF | 		
CF | Upon closer examination, you find that this is a light-saber! How 		
CF | anachronistic. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] ACME Anachronisms 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 9 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 5" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 5 		
CF | 		
CF | You press button 5. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] ACME Hell 		
CF | > 		
CF | > OUT 		
CF | 		
CF | ACME Hell 		
CF | The Infernal Regions TM (Lite Version) stretch out before you. 		
CF | 		
CF | You can enter the elevator here. 		
CF | 		
CF | You can also see a movie poster, a cup of coffee, a portable squid, a 		
CF | tie, a pair of scissors and a weiner dog here. 		
CF | 		
CF | > 		Roger says, "yay"
DavidW says (to ClubFloyd), "take all" 		
CF ] ACME Hell 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | movie poster: Taken. 		
CF | cup of coffee: Taken. 		
CF | portable squid: Taken. 		
CF | tie: Taken. 		
CF | pair of scissors: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] ACME Hell 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 5 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 6" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 6 		
CF | 		
CF | You press button 6. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Duck Hideout 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Duck Hideout 		
CF | At last! You've found it. 		
CF | 		
CF | Standing before you, with somewhat a malevolent air, is the Mad Duck. 		
CF | 		
CF | The duck sees you, and smiles. "At last, Pond. You've found my... 		
CF | what's the word? ... aha!... my secret lair. How clever of you, 		
CF | indeed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give coffee to dog" 		
CF ] Duck Hideout 		
CF | > 		
CF | > GIVE COFFEE TO DOG 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Duck Hideout 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a pair of scissors 		
CF | a tie 		
CF | a portable squid 		
CF | a cup of coffee 		
CF | a movie poster 		
CF | a light-saber 		
CF | 		
CF | "Now what are you going to do, Pond?" the duck sneers. His black beady 		
CF | eyes glisten with irony. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Duck Hideout 		
CF | > 		
CF | > IN 		
CF | 		
CF | The duck stops you with a wave of its wing. "I've been waiting long 		
CF | enough for you," he says in a gravelly (albeit nasally) voice. 		
CF | 		
CF | Still standing there, doing nothing, saying nothing," the duck muses. 		
CF | "Are you having an internal struggle? Oh, how I love those. 		
CF | They're so much FUN!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
DavidW says (to ClubFloyd), "cf2" 		
CF ] ACME Hell 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dog" 		
CF ] ACME Hell 		
CF | > 		
CF | > TAKE DOG 		
CF | 		
CF | The weiner dog allows you to pick it up, staring at you with 		
CF | drowsiness in its eyes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] ACME Hell 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a weiner dog 		
CF | a pair of scissors 		
CF | a tie 		
CF | a portable squid 		
CF | a cup of coffee 		
CF | a movie poster 		
CF | a light-saber 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 5 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 6" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 6 		
CF | 		
CF | You press button 6. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Duck Hideout 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Duck Hideout 		
CF | At last! You've found it. 		
CF | 		
CF | Standing before you, with somewhat a malevolent air, is the Mad Duck. 		
CF | 		
CF | The duck sees you, and smiles. "At last, Pond. You've found my... 		
CF | what's the word? ... aha!... my secret lair. How clever of you, 		
CF | indeed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop dog" 		
CF ] Duck Hideout 		
CF | > 		
CF | > DROP DOG 		
CF | 		
CF | Dropped. 		
CF | 		
CF | "Now what are you going to do, Pond?" the duck sneers. His black beady 		
CF | eyes glisten with irony. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give coffee to dog" 		
CF ] Duck Hideout 		
CF | > 		
CF | > GIVE COFFEE TO DOG 		
CF | 		
CF | You hand the dog a nice steaming cup of coffee. "Thanks," it mumbles, 		
CF | and then slurps it up noisily. Within seconds, it is completely 		
CF | transformed! It starts running around the room like a lunatic. 		
CF | 		
CF | Still standing there, doing nothing, saying nothing," the duck muses. 		
CF | "Are you having an internal struggle? Oh, how I love those. 		
CF | They're so much FUN!" 		
CF | 		
CF | > 		Roger says, "worth trying"
		DavidW asks, "Maybe don't drop the dog?"
DavidW says (to ClubFloyd), "talk to dog" 		
CF ] Duck Hideout 		
CF | > 		
CF | > TALK TO DOG 		
CF | 		
CF | You have no idea what you would say to the weiner dog. 		
CF | 		
CF | The duck paces slowly around you, watching your every move. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attack duck" 		
CF ] Duck Hideout 		
CF | > 		
CF | > ATTACK DUCK 		
CF | 		
CF | With a barbarian yell, you lunge forward, ready for the Fight of the 		
CF | Century (TM). 		
CF | 		
CF | 1) Hit the duck on the head 		
CF | 2) Kick the duck in the stomach 		
CF | 3) Attack him with your light-saber 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 3 		
CF | 		
CF | [Attack him with your light-saber] 		
CF | 		
CF | You pull out the light-saber that you found in the Anachronism 		
CF | Department, and bring it down upon the duck's head. At the very last 		
CF | moment, however, he blocks your blow with his own light-saber! There 		
CF | is a ZZZZZZZZZZZ noise as the two laser blades come into contact. 		
CF | 		
CF | 1) Kick the duck in the private parts 		
CF | 2) Use the Force 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 2 		
CF | 		
CF | [Use the Force] 		
CF | 		
CF | You focus, and try to use the Force. But nothing happens. Nothing at 		
CF | all. 		
CF | 		
CF | "There is no such thing as the Force, you silly duck!" your adversary 		
CF | cackles (or rather, QUACKles). 		
CF | 		
CF | 1) Kill the duck 		
CF | 2) "Wait, you called me a WHAT?" 		
CF | 		
CF | > 		Roger says, "oh no"
DavidW says (to ClubFloyd), "2" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Wait, you called me a WHAT?"] 		
CF | 		
CF | "That's right, Pond," the duck replies, clearly on the verge of 		
CF | revealing a dark secret (and enjoying every second of it). "You 		
CF | thought you were human, but all along... all along, you were exactly 		
CF | what you always feared: A DUCK!!!" 		
CF | 		
CF | 1) Kill the duck 		
CF | 2) Scream "NOOOOOOOOOOOOOOOOOOOOO" out loud 		
CF | 		
CF | > 		Knight_Otu says, "Search your feelings. You know it to be true."
		MoyTravis says, "oh dear"
DavidW says (to ClubFloyd), "2" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 2 		
CF | 		
CF | [Scream "NOOOOOOOOOOOOOOOOOOOOO" out loud] 		
CF | 		
CF | Seized by a surge of despair and rage, you rush at the duck, swinging 		
CF | your light-saber around your head. In your precipitation, you slip on 		
CF | a banana peeling, and land on your face in a flurry of feathers. The 		
CF | awful truth sinks in at last. You are a duck. You are a duck. You are 		
CF | a -- 		
CF | 		
CF | 		
CF | 		
CF | *** You have lost your mind *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		DavidW says, "None of this explains the deal with the wire from the fax machine."
DavidW says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
DavidW says (to ClubFloyd), "cf2" 		
CF ] ACME Hell 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lift 		
CF | > 		
CF | > IN 		
CF | 		
CF | Lift 		
CF | This is not a mere elevator: it is a superluminal cartoon lift, whose 		
CF | cruise speed is 299 000 000 meters a second on average, and fully 		
CF | capable of taking you from the lobby to the moon in an astonishingly 		
CF | short time. The glowing digits above the door spell out the number 5 - 		
CF | though you can make the elevator move up and down to your heart's 		
CF | content by the seemingly innocuous act of pressing a numbered button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push 6" 		
CF ] Lift 		
CF | > 		
CF | > PUSH 6 		
CF | 		
CF | You press button 6. The lift whirs into action and moves to the 		
CF | correct level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Duck Hideout 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Duck Hideout 		
CF | At last! You've found it. 		
CF | 		
CF | Standing before you, with somewhat a malevolent air, is the Mad Duck. 		
CF | 		
CF | The duck sees you, and smiles. "At last, Pond. You've found my... 		
CF | what's the word? ... aha!... my secret lair. How clever of you, 		
CF | indeed." 		
CF | 		
CF | > 		Roger says, "might be a red herring, or something he never got around to implementing, or something"
DavidW says (to ClubFloyd), "throw squid at duck" 		
CF ] Duck Hideout 		
CF | > 		
CF | > THROW SQUID AT DUCK 		
CF | 		
CF | You lack the nerve when it comes to the crucial moment. 		
CF | 		
CF | "Now what are you going to do, Pond?" the duck sneers. His black beady 		
CF | eyes glisten with irony. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to duck" 		
CF ] Duck Hideout 		
CF | > 		
CF | > TALK TO DUCK 		
CF | 		
CF | "I need to talk to you," you begin, stepping forward. 		
CF | 		
CF | "Oh?" the duck says coldly. 		
CF | 		
CF | 1) "I want to know who you are." 		
CF | 2) "I want to know why you were watching me" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["I want to know why you were watching me"] 		
CF | 		
CF | "Why? You want to know why?" The duck seems genuinely surprised. 		
CF | 		
CF | "Yes! I've gone through ridicule to find you! I deserve to know!" you 		
CF | retort. 		
CF | 		
CF | "Well... if the truth be told... I was waiting for my evil plans to 		
CF | fall into place... and... well, I guess I got bored?" 		
CF | 		
CF | 1) "I want to know who you are." 		
CF | 2) "Evil plans?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Evil plans?"] 		
CF | 		
CF | "Didn't you know?" the duck replies, shocked. "I'm a comic-book 		
CF | villain, I am. And a very stylish one, too." 		
CF | 		
CF | It dawn upon you then that Fate itself has brought you here. An inner 		
CF | voice whispers: You are the One. 		
CF | 		
CF | With a barbarian yell, you lunge forward, ready for the Fight of the 		
CF | Century (TM). 		
CF | 		
CF | 1) Hit the duck on the head 		
CF | 2) Kick the duck in the stomach 		
CF | 3) Attack him with your light-saber 		
CF | 		
CF | > 		DavidW says, "hm. Dove-tailed into the fight sequence."
DavidW says (to ClubFloyd), "1" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 1 		
CF | 		
CF | [Hit the duck on the head] 		
CF | 		
CF | "Take THAT, you foul fowl!" you yell, bringing down your fists upon 		
CF | his cranium. 		
CF | 		
CF | "I'm... not... a... chicken..." the duck mumbles, looking somwhat 		
CF | dizzy. 		
CF | 		
CF | 1) Squirt ink in the duck's eyes 		
CF | 2) Scare the duck with the movie poster 		
CF | 3) Stab the duck with the pair of scissors 		
CF | 4) Hurl coffee in the duck's eyes 		
CF | 5) Hit the duck again 		
CF | 6) Disarm the duck 		
CF | 		
CF | > 		Knight_Otu says, "I think you mean duck-tailed."
		Jacqueline says, "oho ink"
DavidW says (to ClubFloyd), "1" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 1 		
CF | 		
CF | [Squirt ink in the duck's eyes] 		
CF | 		
CF | You squeeze the squid, but no ink comes out. Instead, a tiny little 		
CF | voice shouts out: 		
CF | 		
CF | "HEEEEEEEEEELP! LUNATIC!" 		
CF | 		
CF | A whole amry of ninja gangsters then smashes through the window, and 		
CF | with consumate efficiency they rescue the tiny squid from your grasp. 		
CF | Then they knock you and the duck out flat unconscious. 		
CF | 		
CF | When you wake up, you find yourself on a desert island, along with the 		
CF | (very bewildered) duck. Apparently, this is the punishment reserved 		
CF | for people who mistreat members of the Octopi family. 		
CF | 		
CF | 		
CF | 		
CF | *** Weeeeeird *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		Jacqueline says, "This is delightfully silly."
		MoyTravis says, "Ha."
		Roger says, "there are morsels of delight in here, in a slurry of... stuff."
		DavidW says, "oh dear. I'm dying."
		Roger says, "I don't dislike it, and it is mostly well-implemented, but not really to my tastes usually."
		DavidW says, "I do love a very silly game."
		DavidW says, "I wonder how many endings there are."
DavidW says (to ClubFloyd), "undo" 		
CF ] Duck Hideout 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Duck Hideout 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 2 		
CF | 		
CF | [Scare the duck with the movie poster] 		
CF | 		
CF | "Booo!" you say, waving the FLY HARD poster in the duck's dazed face. 		
CF | "Yippee-kay-ayyy, motherDUCKer!" 		
CF | 		
CF | The duck blinks rapidly. "Hold on a moment," he says. "You've just 		
CF | given me an idea." 		
CF | 		
CF | He takes out a stick of dynamite, lights it, and hands it to you. 		
CF | Then, before you can do anything, he slices a hole in the glass wall 		
CF | with his light-saber. 		
CF | 		
CF | "What the h--?" 		
CF | 		
CF | But it is already too late for you to react, because the duck then 		
CF | boots you out through the newly-made opening. You are at the level of 		
CF | the third floor, screaming wildly, when the dynamite explodes. But 		
CF | since you are no action-movie hero... you perish in the blast. 		
CF | 		
CF | 		
CF | 		
CF | *** If only you'd had a stunt double *** 		
CF | 		
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 ] Duck Hideout 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Duck Hideout 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | [Stab the duck with the pair of scissors] 		
CF | 		
CF | "DIE, DUCK, DIE!" you scream, bringing down the scissors in the 		
CF | general direction of the duck's heart. 		
CF | 		
CF | And thus with a weary sigh you leave his corpse behind, a most 		
CF | uncartoony spectacle in a cartoony world. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | And so you vanish into the underworld of the ACME Corporation, 		
CF | pursued by the iron hand of the law, embracing your fears. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Years later, a name rises from the shadows, rising up against evil. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Duck Hideout 		
CF | 		
CF | Duckman. 		
CF | 		
CF | 		
CF | *** Wow, that was a grim ending *** 		
CF | 		
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 ] Duck Hideout 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Duck Hideout 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "4" 		
CF ] Duck Hideout 		
CF | > 		
CF | > 4 		
CF | 		
CF | [Hurl coffee in the duck's eyes] 		
CF | 		
CF | "AAAAAAAAAAAAAARGH!" the duck screams, his wings flailing wildly. "MY 		
CF | EEEEEEEEEEEEEEEEEEEEEEEYES!" 		
CF | 		
CF | Waving around his light-saber like a lunatic, he accidentally slices 		
CF | you neatly in half. This marks the end of your story, more or less, 		
CF | even though a few years later a certain grave-digger named Igor will 		
CF | steal your corpse and a certain Doctor Frankenstein will bring it back 		
CF | to life... 		
CF | 		
CF | 		
CF | 		
CF | *** If only you'd had a stunt double *** 		
CF | 		
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 ] Duck Hideout 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Duck Hideout 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "5" 		
CF | > 		
CF | > 5 		
CF | 		
CF | [Hit the duck again] 		
CF | 		
CF | The duck is knocked out unconscious, and collapses to the floor. But 		
CF | something stops you as you are on the verge of administering the 		
CF | killing blow. 		
CF | 		
CF | 		
CF | Out of the corner of your eye, you spy a mirror on the wall. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | It's strange, isn't it? That you've never looked at yourself in a 		
CF | mirror before? 		
CF | 		
CF | And now you know the reason why. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Because in the mirror, you realize for the very first time who you 		
CF | truly are. There is no mistaking those beady black eyes... those 		
CF | feathers... those webbed feet... 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | I am a duck. I am a duck... but also a man. 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | And so you waddle away from your enemy's unconscious body, leaving him 		
CF | behind. And so you fade away from mortal ken. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Duck Hideout 		
CF | 		
CF | Until the day comes... when the world is ready... for its greatest 		
CF | hero... DUCKMAN. 		
CF | 		
CF | 		
CF | *** To be continued... To be continued... To be 		
CF | continued... *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		DavidW says, "okay, I think I'm done."
		Jacqueline claps.
		MoyTravis says, "That was fun."
		DavidW says, "yeah. Perhaps too weird at times."
		Jacqueline says, "Nah."
		Jacqueline says, "Thanks for suggesting this."
		DavidW says, "You're welcome."
		Roger says, "Agreed, good suggestion"
		DavidW says, "Imagine if we'd faxed the dog to Gary Lawson or our aunt, etc."
		DavidW says, "I was half-expecting to ski into the pizza delivery person."
		Roger says, "That would have been good"
		Knight_Otu says, "Not for the delivery person."
		DavidW says, "true"
		DavidW says, "I guess it'll be easy to pick a more serious game for next week. Almost every game would qualify."
		Jacqueline says, "heh. Yeah."



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ClubFloyd Transcript:
Photopia by Adam Cadre
As played on ifMUD on May 23, 2021

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 Photopia written by Adam Cadre. Photopia was released as part of the 1998 (4th) IFComp, where it took 1st place both overall and for Miss Congeniality. It was nominated for multiple Xyzzies, of which it won Best Writing and Best Story. It frequently places well in best IF of All Time lists. 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 sleepmask photopia" 		
CF ] Photopia by Adam Cadre 		
CF | 		
CF | 		
CF | 		
CF | Would you like color? 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Photopia by Adam Cadre 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Would you like instructions? 		
Jacqueline says (to ClubFloyd), "y" 		
CF | 		
CF | 		
CF | "Okay, so I've finished reading the opening paragraphs. What am I 		
CF | supposed to do with this > thingy?" 		
CF | 		
CF | Good question. The > prompt appears whenever it is your turn to tell 		
CF | the game what you want to do. Simply type in an imperative statement, 		
CF | like OPEN THE DOOR, or EAT THE SANDWICH, and press the Enter key. 		
CF | Also, articles aren't necessary: OPEN DOOR or EAT SANDWICH will work 		
CF | just as well. Occasionally, the game will ask you to clarify a command 		
CF | you've typed. For instance, if you type EAT SANDWICH, and there is 		
CF | more than one sandwich in your immediate vicinity, the game may 		
CF | respond, "Which sandwich do you mean, the ham sandwich or the bologna 		
CF | sandwich?" It is not usually necessary to retype your command -- 		
CF | simply answering the question is fine (HAM is a sufficient reply, for 		
CF | example.) Of course, you don't have to answer the question if you 		
CF | don't want to; if you're a vegetarian and don't want to eat either 		
CF | sandwich, you can type OPEN DOOR and the game will treat it as an 		
CF | all-new command. 		
CF | 		
CF | No matter how enthralling your initial location is, chances are you'll 		
CF | eventually want to go somewhere else. To do so, simply type the 		
CF | direction you want to go: WALK NORTH is a perfectly acceptable 		
CF | command, but N will do the same thing, and is much easier to type. If 		
CF | you're not carrying a compass, you can still navigate with commands 		
CF | such as ENTER KITCHEN or EXIT. 		
CF | 		
CF | Sometimes you will encounter people and other animate creatures with 		
CF | whom you'll wish to converse. In PHOTOPIA, the verbs ASK and TELL have 		
CF | been replaced with the command TALK TO (for example, TALK TO THE 		
CF | PIRATE.) Even such commands as YES and NO are subsumed under the aegis 		
CF | of TALK TO. TALK TO is your friend. 		
CF | 		
CF | Like most interactive fiction these days, PHOTOPIA has a reasonably 		
CF | impressive vocabulary; some words you might want to try are: 		
CF | 		
CF | BUY KILL PUSH SMELL 		
CF | CLOSE KISS PUT TASTE 		
CF | DRINK KNOCK READ THROW 		
CF | DROP LICK REMOVE TIE 		
CF | EAT LISTEN SEARCH TOUCH 		
CF | EXAMINE LOOK SHOW TURN 		
CF | GIVE OPEN SIT UNTIE 		
CF | JUMP PULL SLEEP WEAR 		
CF | 		
CF | You can also combine many of these verbs with prepositions: in 		
CF | addition to LOOK, you can LOOK AT, LOOK INSIDE, LOOK UNDER, LOOK 		
CF | THROUGH, and so forth. 		
CF | 		
CF | There are also a number of special commands and abbreviations you 		
CF | should be aware of. In addition to the compass directions mentioned 		
CF | above, they include: 		
CF | 		
CF | G: short for AGAIN, this repeats the last command. 		
CF | 		
CF | I: short for INVENTORY, this produces a list of what you're carrying. 		
CF | 		
CF | L: short for LOOK, this describes your surroundings. 		
CF | 		
CF | X: short for EXAMINE, this provides a description of an object. 		
CF | 		
CF | Z: short for WAIT, this causes a turn to pass without an action being 		
CF | performed. 		
CF | 		
CF | QUIT: ends the game. 		
CF | 		
CF | RESTART: restarts the game from the beginning. 		
CF | 		
CF | RESTORE: restores a saved game (not available online.) 		
CF | 		
CF | SAVE: saves your position in the game (not available online.) 		
CF | 		
CF | The main rule of thumb here is to keep your commands as simple as you 		
CF | can while still getting the meaning across. The parser has come along 		
CF | way from when two words were the maximum allowed: you can enter 		
CF | commands such as GIVE THE BANANA TO THE RHESUS MONKEY THEN TAKE ALL 		
CF | FROM THE CAGE EXCEPT THE BANANA PEEL and be understood perfectly. But 		
CF | the parser will not understand things like WALK UP TO THE SIGN or GO 		
CF | BACK TO WHERE I WAS A FEW MINUTES AGO. Once you get the hang of it, 		
CF | the correct way to enter commands becomes second nature. So feel your 		
CF | way around, try things as they occur to you, and most of all, have 		
CF | fun! 		
CF | 		
CF | [Press SPACE to begin.] 		DavidW says, "I only remember one 'puzzle' in Photopia and it's pretty easy."
		MoyTravis asks, "Did we somehow load up in the middle of HELP or does it display this by default on start?"
		MoyTravis says, "Oh wait. "Would you like instructions." I am read good."
		Jacqueline says, "It's kind of neat to see the help menu from the era of 'we only recently got rid of a restrictive two word parser'"
Jacqueline says (to ClubFloyd), "press space" 		
Jacqueline says (to ClubFloyd), "press space" 		Jacqueline says, "Oh dear"
Jacqueline says (to ClubFloyd), "press enter" 		
Jacqueline says (to ClubFloyd), "l" 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] "Will you read me a story?" 		
CF ] 		
CF ] "Read you a story? What fun would that be? I've 		
CF ] got a better idea: let's tell a story together." 		
CF ] 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		Jacqueline says, "OH"
		Jacqueline says, "wait."
		Jacqueline says, "Wow. My brain. Sorry about that."
Jacqueline pushes the green 'space' button. 		
CF ] Speeding down Montgomery Boulevard 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Photopia 		
CF | by Adam Cadre 		
CF | 		
CF | Speeding down Montgomery Boulevard 		
CF | The streetlights are bright. Unbearably bright. You have to squint as 		
CF | hard as you can to keep your retinas from bursting into flame. 		
CF | 		
CF | "Welcome back to the land of the fucking LIVING, bud," Rob says. "You 		
CF | planning to stick around for a while or you gonna pass out again? 		
CF | Cause one thing I've learned about chicks is that they actually DON'T 		
CF | LIKE IT when you pass out on them in the middle of gettin' it on. You 		
CF | hear me? So if that's, like, your PLAN, then I'm droppin' you off and 		
CF | showin' up solo." 		
CF | 		
CF | You don't exactly remember where the day went, but as you listen to 		
CF | Rob rant on, bits of it start to float back to you: a day on the 		
CF | slopes, the brisk February wind against your face; polishing off a keg 		
CF | back at the lodge; those two girls you and Rob had hit it off with, 		
CF | the ones who'd given you their address in town. "We all should get 		
CF | together sometime!" they'd said. Of course, Rob insisted that by 		
CF | "sometime" they'd meant "later tonight." You hadn't been so sure, but 		
CF | then you'd blacked out before you could argue the point. 		
CF | 		
CF | How Rob came to be driving your car you're not exactly sure. 		
CF | Apparently he couldn't wait till you were sober enough to drive it 		
CF | yourself. From the way he's weaving all over the road, he also 		
CF | apparently couldn't wait till HE was sober enough to drive it, either. 		
CF | 		
CF | Rob changes the radio station a few times, eventually settling on the 		
CF | station you were listening to in the first place. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Speeding down Montgomery Boulevard 		
CF | 		
CF | > X ME 		
CF | 		
CF | You're as good-looking as ever. Which is a hell of a lot 		
CF | better-looking than Rob. 		
CF | 		
CF | Rob looks at the scrap of paper with the address on it as the two of 		
CF | you go screaming through an empty intersection. "Bartlett Hill Road," 		
CF | he mutters. "Where the fuck is Bartlett Hill Road?" 		
CF | 		
CF | > 		Jacqueline says, "He should just use Google Maps-- oh wait."
Jacqueline says (to ClubFloyd), "x Rob" 		
CF ] Speeding down Montgomery Boulevard 		
CF | 		
CF | > X ROB 		
CF | 		
CF | Rob's face is flushed, as you might expect from someone fresh off the 		
CF | slopes. Except you're NOT fresh off the slopes. You came in at maybe 		
CF | three or three-thirty, and now it's past midnight. 		
CF | 		
CF | You look up. "Hey, it's red," you say. 		
CF | 		
CF | "Huh what?" Rob says. 		
CF | 		
CF | "The light," you say. "You know, red? As in STOP?" 		
CF | 		
CF | But you don't stop. You don't even slow down as you fly into the 		
CF | intersection, and the light stays an unmistakable red... 		
CF | [ -> ] 		DavidW says, "This might predate Google Maps."
		Jacqueline says (to DW), "Yes, it does. That... was my (not funny) joke."
		DavidW says, "You'll need to push space again to continue."
		Jacqueline says, "Right now I'm busy looking up history."
		lkcampbell says, "I've played this so I will just lurk :)"
		Jacqueline says, "This predates Good Maps by 7 years."
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] RED 		
CF ] 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		DavidW says, "Gosh. That long ago."
Jacqueline pushes the green 'space' button. 		
CF ] Landing site 		
CF | 		
CF | 		
CF | 		
CF | You are Wendy Mackaye, first girl on the red planet. 		
CF | 		
CF | When you signed up for this mission, you thought that you were going 		
CF | to be coming to a habitable colony. ("Habitable" means you can live 		
CF | there.) See, the orbiter was supposed to drop all the pieces of the 		
CF | colony -- the power plant, the living quarters, the greenhouse, things 		
CF | like that -- onto the planet's surface, packed in airbags which would 		
CF | bounce around and then open up once they were safely on the ground. 		
CF | Some of the airbags were supposed to hold big trucks which would be 		
CF | operated by remote control, dragging the pieces of the colony into 		
CF | their proper places; your job was going to be to take a tour of the 		
CF | place and verify that everything was up and running. ("Verify" means 		
CF | to make sure.) 		
CF | 		
CF | Instead, something went wrong on the orbiter, and it blew up before it 		
CF | had a chance to drop off its payload. Pieces of the orbiter and the 		
CF | colony rained all over the landscape. So this has become a salvage 		
CF | mission. Your instruments indicate that there's at least one piece 		
CF | that's still functioning. ("Functioning" means it's not broken.) Your 		
CF | job is to find that piece, or pieces if there's more than one. 		
CF | 		
CF | So you climb down the ladder of your ship and step onto the surface of 		
CF | an alien world. 		
CF | 		
CF | Landing site 		
CF | You are standing at the base of your ship. The onboard computers 		
CF | selected this general area as the most likely place to find 		
CF | salvageable remains of what would have been the colony. ("Salvageable" 		
CF | means you can save it.) The battered rust-red landscape stretches out 		
CF | before you in every direction, pitted and pockmarked and littered with 		
CF | boulders. A ladder leads up to the hatch of your ship. 		
CF | 		
CF | > 		DavidW says, "It's weird that there's IF that's over 20 years old now."
		DavidW says, "btw, this game uses color-coded sections. The colors are optional, but it's obvious this Mars section is 'red'."
		Knight_Otu says, "Weird."
		Jacqueline says, "We've had 25 IFComps."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Landing site 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. You are wearing your spacesuit. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Landing site 		
CF | 		
CF | > X ME 		
CF | 		
CF | You hardly need to be reminded what YOU look like, Wendy -- even if 		
CF | you didn't see yourself in the mirror every morning, the countless 		
CF | newspaper pictures and magazine covers would remind you. 		
CF | 		
CF | > 		MoyTravis says, "Oho. We are very famous."
		DavidW says, "IFComp needs a bigger T-shirt."
Jacqueline says (to ClubFloyd), "x spacesuit" 		
CF ] Landing site 		
CF | 		
CF | > X SPACESUIT 		
CF | 		
CF | Your spacesuit, custom-made to fit someone your size, is much less 		
CF | cumbersome and bulky than the spacesuits of the past; this one is 		
CF | actually quite stylish. It says "W. MACKAYE" on the front. 		
CF | 		
CF | > 		Knight_Otu says, "We're the Martian before the Martian."
		MoyTravis says, "Do you have IFComp merch? You should have IFComp merch."
		Jacqueline says, "We do."
		DavidW says, "There used to be T-shirts. Maybe there still is? I don't know."
		Jacqueline says, "I personally have multiple coffee cups, t-shirts, and magnets."
		lkcampbell says, "Jacq got me my shirt :)"
		DavidW says, "ooh, I should get a shirt then. I need new shirts. I need new everything, really."
		Jacqueline says (to Lance), "Ha! That's true."
		Jacqueline | [LINK]
		Jacqueline says, "But we digress."
		DavidW says, "Thanks"
		Jacqueline says, "Seems a bit weird that they'd send someone who requires a spacesuit to salvage stuff on a planet where the habit was never put together and is in fact destroyed."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Landing site 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Landing site 		
CF | You are standing at the base of your ship. The battered rust-red 		
CF | landscape stretches out before you in every direction, pitted and 		
CF | pockmarked and littered with boulders. A ladder leads up to the hatch 		
CF | of your ship. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Landing site 		
CF | 		
CF | > U 		
CF | 		
CF | You really shouldn't return to the ship until you've completed your 		
CF | mission. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Near the huge tread 		
CF | 		
CF | > N 		
CF | 		
CF | You take a few steps to the north, amazed at how the light gravity 		
CF | turns each step into a great bounding leap. 		
CF | 		
CF | Near the huge tread 		
CF | You are standing next to what seems to be a piece of a bulldozer or 		
CF | some other sort of construction equipment. It is a set of wheels, each 		
CF | one bigger across than you are tall, wrapped in a tread like on an 		
CF | army tank. You can tell it landed with some force from the ring of 		
CF | debris that surrounds it in a perfect circle. 		
CF | 		
CF | > 		MoyTravis says, "I was under the impression we were supposed to be, like, dropped with the habitat, but it just dropped wrong."
Karona sings out of key, the fish jumps out of the jug and slaps her in the face, and she shuffles home looking ashamed. 		MoyTravis exclaims, "Let's drive the bulldozer!"
		Jacqueline says, "Well, perhaps. That too seems a bit ill-advised. Though I guess it does take a hot second to get to Mars."
Jacqueline says (to ClubFloyd), "drive bulldozer" 		
CF ] Near the huge tread 		
CF | 		
CF | > DRIVE BULLDOZER 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "enter bulldozer" 		
CF ] Near the huge tread 		
CF | 		
CF | > ENTER BULLDOZER 		
CF | 		
CF | The bulldozer that this tread used to be attached to doesn't seem to 		
CF | be in the immediate area. 		
CF | 		
CF | > 		Jacqueline says, "Oh. It's just a piece."
		Knight_Otu says, "A hot second *sounds* like it should go by fast, and yet..."
		Jacqueline says, "Indeed."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Among the ruins of the living quarters 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Among the ruins of the living quarters 		
CF | As you walk, you find first one geodesic panel, then another. (When 		
CF | people make a dome out of simple polygons like triangles or hexagons, 		
CF | that's called "geodesic.") Soon the clear plastic panels are as 		
CF | plentiful as the rust-red boulders -- this must be where the dome for 		
CF | the living quarters landed. 		
CF | 		
CF | Soon you find you're right. Scattered around you are the remains of 		
CF | what would have been home to the first wave of colonists. Most of the 		
CF | housing units have been reduced to unidentifiable splintered heaps, 		
CF | but there's one that seems to be intact. ("Intact" means that it isn't 		
CF | so damaged that it's unusable.) The entrance is partially obstructed 		
CF | -- "obstructed" means blocked -- by debris, but you're small enough 		
CF | that you could probably squeeze through. That's part of what makes you 		
CF | the perfect person for this job, aside from your astronautical 		
CF | expertise. ("Astronautical" doesn't really mean anything. I just made 		
CF | it up.) 		
CF | 		
CF | > 		DavidW says, "If I remmber correctly, the Mars geography builds itself in whichever order you visit it. So it didn't matter which compass direction you went the first time, it would always be this place."
		Jacqueline says, "yeah"
		MoyTravis says, "Oh that's cool."
		Jacqueline says, "That's why I'm just planning on n.n.n.n.n.n.n.n."
		Jacqueline says, "I'm basic like that."
		DavidW says, "yeah, that's the best plan."
		lkcampbell says, "All of Jacq's hand drawn maps are vertical lines"
		DavidW says, "Now we just have to translate 'From Here To There' into Latin for the coat of arms."
Jacqueline says (to ClubFloyd), "enter unit" 		
CF ] Inside the housing unit 		
CF | 		
CF | > ENTER UNIT 		
CF | 		
CF | 		
CF | Inside the housing unit 		
CF | Since no one ever moved into this unit, it's really nothing but an 		
CF | empty gray box, no bigger than your bedroom back home. These quarters 		
CF | weren't designed with anything but sleeping in mind: the first 		
CF | colonists were expected to take their meals in a central dining 		
CF | commons, and bathrooms were to be in a separate structure, with each 		
CF | one shared by a number of people. Still, you can't help but feel a 		
CF | twinge. This was going to be someone's HOME. The first thing they saw 		
CF | when they woke up, the place they looked forward to retreating to 		
CF | after a hard day doing research or exploring the planet's surface or 		
CF | helping to maintain the colony. There were going to be pictures on 		
CF | these walls, footprints on the floor. Now the only footprints left 		
CF | here will be yours. 		
CF | 		
CF | > 		lkcampbell says, "I think that's what I remember, too, the map is somewhat arbitrary"
		lkcampbell says, "on mars anyway"
		Jacqueline asks, "Nothing to do here, right? Just leave?"
		DavidW says, "I think so. I don't remember what we actually do on Mars."
Jacqueline says (to ClubFloyd), "out" 		
CF ] Among the ruins of the living quarters 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Among the ruins of the living quarters 		
CF | Scattered around you are the remains of what would have been home to 		
CF | the first wave of colonists. Most of the housing units have been 		
CF | reduced to unidentifiable splintered heaps, but there's one that seems 		
CF | to be intact. The entrance is partially obstructed by debris, but that 		
CF | doesn't pose a problem: you're small enough to squeeze through. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Among the ruins of the power plant 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Among the ruins of the power plant 		
CF | The power plant is in substantially worse shape than the living 		
CF | quarters, and considering that those were completely wrecked, that's 		
CF | saying something. Though the fissionable materials were specially 		
CF | packaged to prevent them from exploding, the Geiger counter in your 		
CF | suit indicates that this area is still very radioactive. (I'll explain 		
CF | that part later. For now let's just say it's very dangerous and you 		
CF | should probably be moving along.) 		
CF | 		
CF | > 		lkcampbell asks, "I forgot does it say what the goal is in the mars intro?"
		DavidW says, "I suppose we find some macguffin and pick it up."
		MoyTravis says, "Salvage the Thing."
		Jacqueline says (to Lance), "Salvage what we can, it hink."
		Jacqueline says, "I think, rather."
		lkcampbell says, "ah...in that case, I suggest we salvage :)"
		lkcampbell says, "the thing"
		DavidW says, "Go north again."
		Jacqueline says, "Nah. This sounds cozy. Let's stay here for a bit. Maybe take a nap."
		Jacqueline says, "Kidding."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Near the wrecked bulldozer 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Near the wrecked bulldozer 		
CF | You're standing near what appears to be most of a bulldozer -- maybe 		
CF | the one that the tread you saw used to be attached to. Aside from 		
CF | that, this area is fairly desolate. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "enter bulldozer" 		
CF ] Near the wrecked bulldozer 		
CF | 		
CF | > ENTER BULLDOZER 		
CF | 		
CF | As you attempt to climb up into the bulldozer, the remaining tread 		
CF | gives way and the cab of the bulldozer comes crashing down on top of 		
CF | you. Only your lightning-quick reflexes save you from being crushed 		
CF | and killed. 		
CF | 		
CF | > 		DavidW says, "Goldilocks and the three bariums."
		Jacqueline says, "hahaha"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > N 		
CF | 		
CF | The clicking in your helmet grows steadily louder -- you must be 		
CF | getting closer to what you're looking for. Soon you find yourself... 		
CF | 		
CF | Among the ruins of the greenhouse 		
CF | The colonization plans called for a central dome where plants designed 		
CF | to thrive in the harsh, lifeless soil of the red planet would be grown 		
CF | and used for food. Everywhere you look are broken containers that once 		
CF | held seed pods and now contain nothing but cinders and ash. 		
CF | 		
CF | Among the shattered seed pod containers you see one single undamaged 		
CF | one. 		
CF | 		
CF | > 		MoyTravis exclaims, "Whee the Thing!"
Jacqueline says (to ClubFloyd), "take container" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > TAKE CONTAINER 		
CF | 		
CF | (the seed pod container) 		
CF | The moment you touch the seed pod container, the clicking in your 		
CF | helmet stops. This is the only item you will be able to save. 		
CF | 		
CF | > 		lkcampbell says, "that's a thing alright"
lkcampbell says (to ClubFloyd), "lick pod" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > LICK POD 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		lkcampbell says, "just to get it out of the way"
		Jacqueline says, "IRTA 'this is the only time you'll be able to save'"
		DavidW says, "Maybe examine it."
		Jacqueline says (to Lance), "I think we're wearing a helmet, man."
Jacqueline says (to ClubFloyd), "x pod" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > X POD 		
CF | 		
CF | The seed pod container is a red globe about the size of a canteloupe, 		
CF | which is designed to withstand an awful lot of damage but can be 		
CF | opened with a simple twist. 		
CF | 		
CF | > 		lkcampbell says, "oh yeah lol"
		DavidW says, "Take it back south to the ship, I guess."
		Jacqueline asks, "Should we open it?"
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 ] Among the ruins of the greenhouse 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open pd" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > OPEN PD 		
CF | 		
CF | Nothing like that seems to be around. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open pod" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > OPEN POD 		
CF | 		
CF | You open the seed pod container, revealing a seed pod. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x seed pod" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > X SEED POD 		
CF | 		
CF | The seed pod, designed for rapid growth even in a hostile environment, 		
CF | looks sort of like a cross between a pine cone and a small pineapple. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "plant seed pod'" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > PLANT SEED POD' 		
CF | 		
CF | I only understood you as far as wanting to plant the seed pod. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "plant seed pod" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > PLANT SEED POD 		
CF | 		
CF | You don't have any digging equipment. 		
CF | 		
CF | > 		Jacqueline says, "darn"
Jacqueline says (to ClubFloyd), "close pod" 		
CF ] Among the ruins of the greenhouse 		
CF | 		
CF | > CLOSE POD 		
CF | 		
CF | That's not something you can close. 		
CF | 		
CF | > 		lkcampbell says, "now we know why it was called a seed pod container"
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF ] Among the ruins of the greenhouse 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Near the wrecked bulldozer 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Near the wrecked bulldozer 		
CF | You're standing near what appears to be most of a bulldozer -- maybe 		
CF | the one that the tread you saw used to be attached to. Aside from 		
CF | that, this area is fairly desolate. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Among the ruins of the power plant 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Among the ruins of the power plant 		
CF | The power plant is in substantially worse shape than the living 		
CF | quarters, and considering that those were completely wrecked, that's 		
CF | saying something. You probably shouldn't linger in this area too long. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Among the ruins of the living quarters 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Among the ruins of the living quarters 		
CF | Scattered around you are the remains of what would have been home to 		
CF | the first wave of colonists. Most of the housing units have been 		
CF | reduced to unidentifiable splintered heaps, but there's one that seems 		
CF | to be intact. The entrance is partially obstructed by debris, but that 		
CF | doesn't pose a problem: you're small enough to squeeze through. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Near the huge tread 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Near the huge tread 		
CF | You are standing next to what seems to be a piece of a bulldozer or 		
CF | some other sort of construction equipment. It is a set of wheels, each 		
CF | one bigger across than you are tall, wrapped in a tread like on an 		
CF | army tank. You can tell it landed with some force from the ring of 		
CF | debris that surrounds it in a perfect circle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Landing site 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing site 		
CF | You are standing at the base of your ship. The battered rust-red 		
CF | landscape stretches out before you in every direction, pitted and 		
CF | pockmarked and littered with boulders. A ladder leads up to the hatch 		
CF | of your ship. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Landing site 		
CF | 		
CF | > U 		
CF | 		
CF | Gently placing the seed pod on the seat next to you, you rocket back 		
CF | into space, leaving the red planet in your wake. Soon a familiar 		
CF | cloud-streaked blue ball appears on your monitors. You are home again 		
CF | at last. 		
CF | 		
CF | But something goes terribly wrong. The heat shields hold up fine 		
CF | during re-entry, but the parachutes fail to open as you head for 		
CF | splashdown. And so you plummet at an incredible rate, the ocean 		
CF | growing closer and closer... 		
CF | [ -> ] 		Jacqueline says, "Oh. That did not take a hot second."
		MoyTravis says, "This Mars trip's really not going great."
Jacqueline says (to ClubFloyd), "scream" 		
CF ] Landing site 		
Jacqueline pushes the green 'space' button. 		
CF ] In your home office 		
CF | 		
CF | 		
CF | 		
CF | You hear a splash. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] In your home office 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are Mary Dawson, and you're still getting used to not having to 		
CF | get in your car and drive to the office every morning. While it's 		
CF | wonderful to be able to spend more time with Alley, there have been 		
CF | times that you've been so busy keeping her fed and entertained on the 		
CF | one hand, and trying to get some work done on the other, than Sam has 		
CF | come home at six in the evening and you STILL haven't showered. 		
CF | 		
CF | > 		Knight_Otu asks, "So many Mars missions haven't done great, so is it a surprise?"
		DavidW says, "You better investigate that splash."
		Jacqueline says, "hahaha - this game thinks we still shower daily."
		MoyTravis says, "Haven't all our rovers landed properly? (I don't know much about Mars missions)"
		Jacqueline says (to Travis), "Yeah, they have. Though we lost Opportunity eventually."
Jacqueline says (to ClubFloyd), "i" 		
CF ] In your home office 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		lkcampbell says, "nothing worse than a lost opportunity"
		MoyTravis asks, "x alley?"
		Knight_Otu says, "I suppose more missions succeeded than failed, but there's still some failures."
		Jacqueline plays her drums: ba-dum-TISH
Jacqueline says (to ClubFloyd), "l" 		
CF ] In your home office 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | In your home office 		
CF | When you and Sam put that down payment on this house five years ago, 		
CF | you were expecting that you were going to need all four bedrooms 		
CF | eventually; but after the complications with Alison, you found 		
CF | yourself with a couple of extras on your hands. This one came in very 		
CF | handy when you started telecommuting. You can't say you're exactly 		
CF | glad that this room became an office instead of a bedroom for a 		
CF | brother or sister of Alley's, but you ARE glad that you and Sam 		
CF | decided not to move into that smaller house you were considering. 		
CF | 		
CF | Your computer screen is, as usual, cluttered with the details of the 		
CF | Peterson account. 		
CF | 		
CF | That splash you heard is beginning to worry you. 		
CF | 		
CF | > 		DavidW says, "Assume you have a backyard pool and Alley is not in the room with you."
		MoyTravis says, "Well that's an ominous tip."
		Jacqueline asks, "Oh, is Alley drowning in the tub?"
		Jacqueline says, "Timing"
Jacqueline says (to ClubFloyd), "n" 		
CF ] In your home office 		
CF | 		
CF | > N 		
CF | 		
CF | You're not carrying a compass. 		
CF | 		
CF | > 		Jacqueline says (to Game), "C'mon."
Jacqueline says (to ClubFloyd), "out" 		
CF ] In the hall 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | In the hall 		
CF | You're standing in the hallway just outside your office. Your guest 		
CF | Gabriel's room lies just ahead of you, the door wide open; a flight of 		
CF | stairs leads down to the ground floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] In the back yard 		
CF | 		
CF | > D 		
CF | 		
CF | As you reach the bottom of the stairs, you look through the sliding 		
CF | glass door leading to the back yard, and feel a bayonet slice through 		
CF | your heart. Gabriel is fishing Alley out of the pool. It takes all the 		
CF | willpower you possess to open the door as you dash outside instead of 		
CF | simply throwing yourself through the glass. 		
CF | 		
CF | In the back yard 		
CF | Your back yard isn't exactly sprawling, but it was more than big 		
CF | enough to accomodate the small swimming pool which Alison was never 		
CF | supposed to be allowed near. At least not until she learned to swim. 		
CF | 		
CF | As you throw open the sliding glass door, Gabriel gently lays Alley 		
CF | down on the cement bank of the pool. "Have you called the emergency?" 		
CF | he asks. "No? I will call!" He runs, dripping wet, back into the 		
CF | house. 		
CF | 		
CF | Gabriel comes dashing back outside, telephone in hand. "The ambulances 		
CF | are coming and at the same time I have the instructions for the CPR!" 		
CF | he declares. "First you must tilt her head back!" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "do cpr" 		
CF ] In the back yard 		
CF | 		
CF | > DO CPR 		
CF | 		
CF | [That verb is not recognized.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tilt head" 		
CF ] In the back yard 		
CF | 		
CF | > TILT HEAD 		
CF | 		
CF | You tilt her head back. 		
CF | 		
CF | "Good!" Gabriel says. "Now you must breathe into her mouth." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "breathe into mouth" 		
CF ] In the back yard 		
CF | 		
CF | > BREATHE INTO MOUTH 		
CF | 		
CF | You breathe into Alley's mouth. 		
CF | 		
CF | "Good!" Gabriel says. "Now you must press her chest." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "press chest" 		
CF ] In the back yard 		
CF | 		
CF | > PRESS CHEST 		
CF | 		
CF | You apply pressure to Alley's chest and suddenly she coughs up a 		
CF | mouthful of water. A minute later she is sitting up and looking around 		
CF | bewilderedly. 		
CF | 		
CF | "Alison!" you cry. "Alison, baby, how many times have we told you NOT 		
CF | to go near the pool, another minute and we would've lost you, you KNOW 		
CF | you're not supposed to go near--" 		
CF | 		
CF | "I wanted to see," she says. 		
CF | 		
CF | "What?" you say. 		
CF | 		
CF | "I wanted to see," she says, "if the world looked the same UNDER the 		
CF | water as it does OVER it." 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] SEA-BLUE 		
CF ] 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] Airlock 		
CF | 		
CF | 		
CF | 		
CF | Your spaceship was able to survive the impact with the ocean easily -- 		
CF | you barely even felt the jolt. ("Impact" is what it's called when 		
CF | things smack into each other.) There wasn't even any damage, unless 		
CF | you count the flotation devices bursting. But you should definitely 		
CF | count that. Because without your floats, your ship sinks like a stone, 		
CF | down down down into the murky depths. 		
CF | 		
CF | You're still not worried, since you can always just fly the ship right 		
CF | back up to the surface. Except that when you hit bottom, the engines 		
CF | go dead. You try to restart them, with no success. Fortunately, your 		
CF | spacesuit is watertight and more than capable of protecting you from 		
CF | the water pressure that would otherwise crush you like a soda can. It 		
CF | will have to. You're going to have to swim for it. 		
CF | 		
CF | You gather up your seed pod, head to the airlock, turn on the lights 		
CF | in your suit, and hope for the best. 		
CF | 		
CF | Airlock 		
CF | Well, this is a first. You're standing on the door of the airlock. 		
CF | Usually you're firmly rooted to the floor and the door is just as 		
CF | firmly set in the wall, or else you're floating weightlessly and there 		
CF | is no real "up" or "down." But the ship landed at an odd angle, and 		
CF | you're not quite sure what to expect when you open the doors. If there 		
CF | isn't enough room for you to crawl out between the door and the ocean 		
CF | bottom, you're in some serious trouble. 		
CF | 		
CF | The wall -- or, now, floor -- is festooned with a big blue button, 		
CF | which opens the door. ("Festooned" means adorned. Hmm? Oh, "adorned" 		
CF | means decorated.) 		
CF | 		
CF | > 		Jacqueline says, "This seed pod is Very Important, apparently."
		Jacqueline says, "I would probably not have remembered the seed pod."
		MoyTravis says, "Oh wow apparently our Mars capsule is some sort of mutant technological marvel, capable of both reentry and being a submarine."
		MoyTravis says, "Also...our spacesuit is also a mutant technological marvel, apparently."
		Jacqueline asks, "I would think that anything airtight is also watertight?"
		MoyTravis asks, "Anyways open the doors?"
Jacqueline says (to ClubFloyd), "open door" 		
CF ] In the great hall 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You've had a couple of experiences with explosive decompression, where 		
CF | you open up the airlock door and the rush of escaping air blows you 		
CF | out into space. This time the rush of water flooding into the airlock 		
CF | smashes you up into the ceiling -- or at least now it's the ceiling; 		
CF | it used to be the back wall. Luckily, your suit is able to cushion the 		
CF | blow. Soon the airlock is full of water and you are able to swim out 		
CF | the door, which closes behind you. 		
CF | 		
CF | In the great hall 		
CF | At first you're confused. You'd expected the ocean bottom to be 		
CF | centimeters from the open door; instead, you drift down, down, ever 		
CF | down, and when your feet do finally touch something solid, it isn't 		
CF | the silt of the bottom of the sea, but a stone floor. You look up, 		
CF | hoping to see a glimmer of the surface. Instead you find a stone 		
CF | ceiling, far too high above your head to reach, and right where you 		
CF | might expect to find a chandelier, you see the blinking blue lights 		
CF | around the outside of your ship's airlock through the hole it made 		
CF | upon impact. 		
CF | 		
CF | You have crashed into an undersea castle. 		
CF | 		
CF | Moldy stone walls stand all around you, dimly visible through the 		
CF | murk: you feel them more than see them. Chunks of fallen stone from 		
CF | the ceiling lie scattered about at your feet. You can barely make out 		
CF | arched doorways leading north and south. 		
CF | 		
CF | Also at your feet is the seed pod -- you lost track of it in the rush 		
CF | of water. You scoop it up. 		
CF | 		
CF | > 		DavidW says, "Wendy has a compass, at least."
		MoyTravis says, "Negative pressure has a different set of considerations than positive pressure though. Not that that's important in the context of exploring an undersea castle."
		MoyTravis asks, "A moldy (?) undersea castle?"
		DavidW says, "There should be more undersea castles."
		Jacqueline asks, "Whose to say there aren't?"
		lkcampbell says, "there should be more daily use of the word "festooned""
		Jacqueline says (to Lance), "True"
Jacqueline says (to ClubFloyd), "l" 		
CF ] In the great hall 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | In the great hall 		
CF | Moldy stone walls stand all around you, dimly visible through the 		
CF | murk: you feel them more than see them. Chunks of fallen stone from 		
CF | the ceiling lie scattered about at your feet. You can barely make out 		
CF | arched doorways leading north and south. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the keep 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In the keep 		
CF | You are standing in the keep, a fortified tower inside the castle 		
CF | walls. ("Fortified" means strengthened.) A stone spiral staircase 		
CF | leads upward, but stops abruptly when it reaches the ceiling. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] In the keep 		
CF | 		
CF | > U 		
CF | 		
CF | You take a few steps up the staircase, but decide not to hit your head 		
CF | on the ceiling. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] In the great hall 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | In the great hall 		
CF | Moldy stone walls stand all around you, dimly visible through the 		
CF | murk: you feel them more than see them. Chunks of fallen stone from 		
CF | the ceiling lie scattered about at your feet. You can barely make out 		
CF | arched doorways leading north and south. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] In the dining hall 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | In the dining hall 		
CF | This is a great empty chamber just like the one you landed in, except 		
CF | for a long stone slab that you decide must be a dining table. You 		
CF | don't have any evidence for this: you don't know how this castle got 		
CF | here, or who might've lived in it... for all you know, they might have 		
CF | been incredibly tall, skinny, water-breathing creatures, and this was 		
CF | one of their beds. But for the time being we'll call it a dining 		
CF | table. 		
CF | 		
CF | Exits once again lead north and south. 		
CF | 		
CF | > 		lkcampbell says, "My pantaloons are festooned with bric-a-brac"
		Jacqueline says, "Absolutely stonking, Lance."
		DavidW asks, "Not with doubloons?"
Jacqueline says (to ClubFloyd), "s" 		
CF ] In the throne room 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | In the throne room 		
CF | This room is just as big as the others you've seen, but unlike the 		
CF | others, this one contains a barnacle-encrusted object in the 		
CF | unmistakable shape of a chair; given the place you've found it and the 		
CF | fact that it's built into the floor, you can only conclude that it 		
CF | must be a throne. The far wall features a carved-out alcove that looks 		
CF | like it must have been a fireplace, though how one might go about 		
CF | lighting a fire underwater is anyone's guess. Mounted on the wall 		
CF | above the fireplace in an "X" shape are a pickaxe and a shovel. 		
CF | 		
CF | An arched doorway leads east, but is completely blocked by debris. You 		
CF | can also go back the way you came. 		
CF | 		
CF | > 		lkcampbell says, "oh yeah, hah, even better"
		DavidW says, "Grab those tools."
Jacqueline says (to ClubFloyd), "take all" 		
CF ] In the throne room 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | (the shovel) 		
CF | You are unable to take the shovel: it's wedged behind the pickaxe. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take pickaxe" 		
CF ] In the throne room 		
CF | 		
CF | > TAKE PICKAXE 		
CF | 		
CF | The pickaxe clings firmly to the wall. You tug on it again and this 		
CF | time the handle moves a few centimeters; then you feel a distinct 		
CF | click. The castle begins to rumble, with the shaking most pronounced 		
CF | in the direction of the keep. The shovel which was wedged behind the 		
CF | pickaxe clatters to the ground, and the rumbling stops. After that, 		
CF | the pickaxe swings back into place. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take shovel" 		
CF ] In the throne room 		
CF | 		
CF | > TAKE SHOVEL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "dig debris" 		
CF ] In the throne room 		
CF | 		
CF | > DIG DEBRIS 		
CF | 		
CF | Difficult to do underwater. Especially through stone. 		
CF | 		
CF | > 		Jacqueline says (to Game), "C'mon."
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the dining hall 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In the dining hall 		
CF | This is a great empty chamber just like the one you landed in, except 		
CF | for a long stone slab that you decide must be a dining table. You 		
CF | don't have any evidence for this: you don't know how this castle got 		
CF | here, or who might've lived in it... for all you know, they might have 		
CF | been incredibly tall, skinny, water-breathing creatures, and this was 		
CF | one of their beds. But for the time being we'll call it a dining 		
CF | table. 		
CF | 		
CF | Exits once again lead north and south. 		
CF | 		
CF | > 		DavidW says, "Perhaps the north stairs aren't blocked any more."
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the great hall 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In the great hall 		
CF | Moldy stone walls stand all around you, dimly visible through the 		
CF | murk: you feel them more than see them. Chunks of fallen stone from 		
CF | the ceiling lie scattered about at your feet. You can barely make out 		
CF | arched doorways leading north and south. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Yeah. I was just annoyed by the game's tone."
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the keep 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In the keep 		
CF | You are standing in the keep, a fortified tower inside the castle 		
CF | walls. A stone spiral staircase leads upward to the ocean's surface. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] In the keep 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Approaching the surface 		
CF | You start up the stairs, the murk gradually diminishing as you come 		
CF | closer and closer to the surface. But just as the sun starts to 		
CF | resolve from a general glow into a specific bright blob above you, a 		
CF | vicious rip current pulls you off the staircase and drags you further 		
CF | out to sea. 		
CF | 		
CF | The sheer power of the current throws you for a loop. You thrash in 		
CF | vain against it, crying out in frustration as your muscles begin to 		
CF | cramp from the effort while you continue to be dragged further and 		
CF | further out to sea. Finally you try swimming parallel to shore, and 		
CF | that frees you from the current's grip. For several long moments you 		
CF | drift aimlessly in the ocean, exhausted. When you do at last get your 		
CF | wind back and take your bearings, you find yourself kilometers from 		
CF | the nearest hint of land. Sighing, you start for shore. Your suit 		
CF | feels unexpectedly cumbersome, but you dare not take it off: even if 		
CF | it does make you tire that much faster, at least you don't risk 		
CF | drowning. 		
CF | 		
CF | Or, rather, you don't risk drowning until your oxygen supply runs out. 		
CF | Luckily, this doesn't happen until your feet at long last touch the 		
CF | shore. You drag yourself onto the beach, blinding spots dancing before 		
CF | your eyes; your knees give even as you tear off your helmet, and 		
CF | everything goes dark. 		
CF | [ -> ] 		MoyTravis says, "Hooray we have survived our disaster of a Mars trip."
		Jacqueline says, "Damn. It wants us to hit space."
		DavidW says, "I'm guess we go back to Alley's story now."
		Jacqueline says, "But now we have our helmet off, so I was going to lick that pod for Lance."
		DavidW says, "er guessing"
Jacqueline pushes the green 'space' button. 		
CF ] Darkness 		
CF | 		
CF | 		
CF | 		
CF | Everything is dark -- no matter how much you strain your eyes, you 		
CF | can't see the faintest hint of light. But whispering voices tickle the 		
CF | edge of your hearing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | "...level of point fifteen..." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open eyes" 		
CF ] Darkness 		
CF | 		
CF | > OPEN EYES 		
CF | 		
CF | [That is either not in the area, or does not need to be referred to.] 		
CF | 		
CF | > 		lkcampbell says, "don't do it for me...do it for yourself"
		Jacqueline says, "heh"
		DavidW says, "I think when we return to Wendy, we'll use that shovel to dig a hole for the pod."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Darkness 		
CF | 		
CF | > N 		
CF | 		
CF | You can't move a muscle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | "...fratboys completely uninjured..." 		
CF | 		
CF | > 		MoyTravis says, "Oh. We're the first guy."
		Jacqueline says, "IRTA 'fratboys completely unhinged'"
		Jacqueline says (to Travis), "Yeah"
Jacqueline says (to ClubFloyd), "yell" 		
CF ] Darkness 		
CF | 		
CF | > YELL 		
CF | 		
CF | [That verb is not recognized.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "pray" 		
CF ] Darkness 		
CF | 		
CF | > PRAY 		
CF | 		
CF | [That verb is not recognized.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | "...husband has an excellent..." 		
CF | 		
CF | > 		DavidW asks, "smell?"
Jacqueline says (to ClubFloyd), "smell" 		
CF ] Darkness 		
CF | 		
CF | > SMELL 		
CF | 		
CF | You can't move a muscle. 		
CF | 		
CF | > 		Jacqueline says, "You can't wiggle your nose to smell, David."
		Jacqueline says, "Just keep listening, I guess? Suggestions welcomed."
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | "...vending machine ate my dollar..." 		
CF | 		
CF | No longer in darkness 		
CF | Light flickers before your eyes. At first you don't see anything 		
CF | familiar. And then suddenly Linda is there at your side. 		
CF | 		
CF | You are in a hospital bed. 		
CF | 		
CF | "What... what...?" you start to ask. 		
CF | 		
CF | "Shhh," Linda says. "You need to save your strength. The doctors say 		
CF | you'll be fine, but it'll take some time." 		
CF | 		
CF | "Is she-- how--?" The effort to speak become too much and you have to 		
CF | rest for a moment. "How...?" 		
CF | 		
CF | For a moment Linda seems confused. Then she realizes what you're 		
CF | asking, and shakes her head sadly. 		
CF | 		
CF | And suddenly the room seems colder... 		
CF | [ -> ] 		MoyTravis says, "Just keep listening."
		DavidW asks, "I suppose xyzzy crashes the game?"
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf2" 		
CF ] Darkness 		
CF ] Darkness 		
Jacqueline says (to ClubFloyd), "xyzzy" 		
CF ] Darkness 		Jacqueline says, "Oh. Space time."
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] GOLD 		
CF ] 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] On the golden beach 		
CF | 		
CF | 		
CF | 		
CF | The sand is curiously cold against your face as you wake up, the waves 		
CF | licking at the soles of your boots. Cold and hard, more like gravel or 		
CF | even cobblestone than sand. As you lift your head and look around, you 		
CF | notice something else wrong. The sand is the wrong color. It's darker, 		
CF | more metallic... 		
CF | 		
CF | It's gold. 		
CF | 		
CF | On the golden beach 		
CF | You are at the south end of the beach, a glittering crescent nestled 		
CF | between the crashing ocean to the east and towering cliffs to the 		
CF | west, ankle-deep in gold. You run your hands through it: rings, coins, 		
CF | nuggets... and gold dust. Drifting down from the sky, collecting in 		
CF | dunes, the dust is everywhere. You run your hands through your hair 		
CF | and your gloves come out looking like they belong to a statuette. 		
CF | 		
CF | To your relief, your seed pod has washed up onto the beach in 		
CF | excellent condition, though the container it was in is nowhere to be 		
CF | found. And though you thought you'd lost it a long way from shore, 		
CF | your shovel is here too. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] On the golden beach 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "xyzzy" 		
CF ] On the golden beach 		
CF | 		
CF | > XYZZY 		
CF | 		
CF | Your head swims for a moment -- you still haven't fully recovered from 		
CF | your struggle against the ocean. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "oigufioguj" 		
CF ] On the golden beach 		
CF | 		
CF | > OIGUFIOGUJ 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "plover" 		
CF ] On the golden beach 		
CF | 		
CF | > PLOVER 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		Jacqueline says, "I don't remember a lot of this. Maybe we're dead."
Jacqueline says (to ClubFloyd), "dig" 		
CF ] On the golden beach 		
CF | 		
CF | > DIG 		
CF | 		
CF | You're not holding the shovel. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take shovel" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE SHOVEL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "dig" 		
CF ] On the golden beach 		
CF | 		
CF | > DIG 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | > 		DavidW asks, "I suppose take the pod, shovel, and as much gold as you can carry?"
Jacqueline says (to ClubFloyd), "take pod" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE POD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take gold" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE GOLD 		
CF | 		
CF | Which do you mean, the dunes, the dust, the nuggets, the coins or the 		
CF | rings? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take all" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | Nothing seems to be available. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take coins" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE COINS 		
CF | 		
CF | You pick up a coin. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ring" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE RING 		
CF | 		
CF | You've already got one souvenir -- no need to start collecting golden 		
CF | rings like it was the Fifth Day of Christmas. 		
CF | 		
CF | > 		Jacqueline says, "There's that tone again."
		Jacqueline says, "It's very Adam."
		DavidW says, "mmhm"
Jacqueline says (to ClubFloyd), "l" 		
CF ] On the golden beach 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | On the golden beach 		
CF | You are at the south end of the beach, a glittering crescent nestled 		
CF | between the crashing ocean to the east and towering cliffs to the 		
CF | west, ankle-deep in gold. 		
CF | 		
CF | > 		DavidW asks, "I guess find a non-golden beach area?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] On the golden beach 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | On the golden beach 		
CF | You are right in the middle of the golden beach, which stretches off 		
CF | to the north and south. 		
CF | 		
CF | Something wooden is buried in the "sand" at your feet, but it's buried 		
CF | so deeply that only a corner of it is visible. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "dig" 		
CF ] On the golden beach 		
CF | 		
CF | > DIG 		
CF | 		
CF | You dig for a few minutes, and seem to be making good progress when 		
CF | suddenly the handle of the shovel snaps off: apparently all that time 		
CF | underwater weakened it after all. Luckily, you no longer need it -- 		
CF | you've done enough digging that you're able to grab the wooden object 		
CF | and pull it loose. It's a treasure chest! A tiny one. What's more, it 		
CF | doesn't seem to be locked! 		
CF | 		
CF | > 		MoyTravis says, "Oh that's what the shovel's for, I guess."
		DavidW says, "ah. I guessed wrong."
		DavidW asks, "Any guessing what's in the chest?"
		Jacqueline says (to Travis), "That and the fact that the act of taking the shovel triggered us getting out of the castle."
		DavidW says, "er guesses"
		Jacqueline asks, "Another seed pod?"
		MoyTravis asks, "More gold?"
		Jacqueline asks, "Alley's head?"
		Jacqueline asks, "WHAT'S IN THE BOX?"
		lkcampbell asks, "bric-a-brac?"
		DavidW says, "Maybe it's a giant goldfish! And we're in a goldfish bowl!"
		Jacqueline exclaims, "Dubloons!"
Jacqueline says (to ClubFloyd), "open chest" 		
CF ] On the golden beach 		
CF | 		
CF | > OPEN CHEST 		
CF | 		
CF | Opening the container reveals... dirt! Someone must have found this 		
CF | very precious. Which makes sense: it was buried in a place where gold 		
CF | was everywhere and so wasn't especially valuable. Dirt, on the other 		
CF | hand, seems to be quite rare around here. Since it's so scarce, it's 		
CF | worth keeping safe. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "plant seed" 		
CF ] On the golden beach 		
CF | 		
CF | > PLANT SEED 		
CF | 		
CF | There doesn't seem to be any soil on the ground in which to plant the 		
CF | seed pod. 		
CF | 		
CF | > 		MoyTravis says, "Well that makes sense."
		Jacqueline says, "DUDE"
Jacqueline says (to ClubFloyd), "plant seed in dirt" 		
CF ] On the golden beach 		
CF | 		
CF | > PLANT SEED IN DIRT 		
CF | 		
CF | I only understood you as far as wanting to plant the seed pod. 		
CF | 		
CF | > 		MoyTravis asks, "Plant seed in chest...?"
		lkcampbell says, "Dirty booty"
Jacqueline says (to ClubFloyd), "plant seed in chest" 		
CF ] On the golden beach 		
CF | 		
CF | > PLANT SEED IN CHEST 		
CF | 		
CF | I only understood you as far as wanting to plant the seed pod. 		
CF | 		
CF | > 		Jacqueline says, "Nope"
		Jacqueline says, "Apparently not."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] On the golden beach 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put seed in chest" 		
CF ] On the golden beach 		
CF | 		
CF | > PUT SEED IN CHEST 		
CF | 		
CF | You'd have to empty out the chest first to make room. 		
CF | 		
CF | > 		Jacqueline says, "Conveniently, that's what I'm about to do."
Jacqueline says (to ClubFloyd), "dump chest" 		
CF ] On the golden beach 		
CF | 		
CF | > DUMP CHEST 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "empty chest" 		
CF ] On the golden beach 		
CF | 		
CF | > EMPTY CHEST 		
CF | 		
CF | If you took the dirt out now, you wouldn't be able to get it all back 		
CF | in. That's not a risk worth taking, at least not right now. 		
CF | 		
CF | > 		DavidW asks, "take chest?"
		Jacqueline grumbles.
Jacqueline says (to ClubFloyd), "take chest" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE CHEST 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] On the golden beach 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | On the golden beach 		
CF | You are at the north end of the golden beach, which stretches off to 		
CF | the south. Though the cliffs to the north butt right up against the 		
CF | ocean, there is a pass to the northwest, with something shiny visible 		
CF | through the gap in the cliffs. 		
CF | 		
CF | A platinum seashell rests near the water's edge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take shall" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE SHALL 		
CF | 		
CF | Nothing like that seems to be around. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take shell" 		
CF ] On the golden beach 		
CF | 		
CF | > TAKE SHELL 		
CF | 		
CF | As you reach out to take the shell, a crab emerges from inside it and 		
CF | skitters off into the sea, dragging the shell along with it! 		
CF | 		
CF | > 		Jacqueline exclaims, "Come back here, natrue!"
		Jacqueline exclaims, "Come back here, nature!"
		Knight_Otu asks, "Is a platinum shall truly nature?"
		Jacqueline says, "The typing today I cannot do, apparently."
		Knight_Otu says, "*shell."
Jacqueline says (to ClubFloyd), "follow crab" 		
CF ] On the golden beach 		
CF | 		
CF | > FOLLOW CRAB 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "follow crab irresponsibly into the sea and drown" 		
CF ] On the golden beach 		
CF | 		
CF | > FOLLOW CRAB IRRESPONSIBLY INTO THE SEA AND DROWN 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		DavidW says, "she shalls seashells on the seashore"
Jacqueline says (to ClubFloyd), "x shell" 		
CF ] On the golden beach 		
CF | 		
CF | > X SHELL 		
CF | 		
CF | Nothing like that seems to be around. 		
CF | 		
CF | > 		Jacqueline says, "oh"
Jacqueline says (to ClubFloyd), "e" 		
CF ] On the golden beach 		
CF | 		
CF | > E 		
CF | 		
CF | After your last adventure in the ocean, you're not too keen on taking 		
CF | a dip right this second. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] On the golden beach 		
CF | 		
CF | > NE 		
CF | 		
CF | After your last adventure in the ocean, you're not too keen on taking 		
CF | a dip right this second. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] On the golden beach 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | On the golden beach 		
CF | You are at the north end of the golden beach, which stretches off to 		
CF | the south. Though the cliffs to the north butt right up against the 		
CF | ocean, there is a pass to the northwest, with something shiny visible 		
CF | through the gap in the cliffs. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] On the golden beach 		
CF | 		
CF | > NW 		
CF | 		
CF | You take one last look at the golden beach and stride off through the 		
CF | pass. 		
CF | [ -> ] 		DavidW asks, "There's a gap ne or nw?"
Jacqueline pushes the green 'space' button. 		
CF ] Garage 		
CF | 		
CF | 		
CF | 		
CF | You take one last look at the hockey game on TV and stride through the 		
CF | garage door to tell Alley it's time to come in. 		
CF | 		
CF | Garage 		
CF | This was supposed to be a two-car garage, but with the trash cans, 		
CF | your workbench, Alley's bike and all the rest of the junk that's taken 		
CF | up residence in this place, you're lucky to be able to even squeeze 		
CF | just the Volvo in here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x trash" 		
CF ] Garage 		
CF | 		
CF | > X TRASH 		
CF | 		
CF | One's for trash, the other's for recyclables. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x bike" 		
CF ] Garage 		
CF | 		
CF | > X BIKE 		
CF | 		
CF | It's a boys' model, blue with a horizontal crossbar. Alley was pretty 		
CF | insistent about that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x volvo" 		
CF ] Garage 		
CF | 		
CF | > X VOLVO 		
CF | 		
CF | Mary was the one who wanted the Volvo. She said it was more practical 		
CF | than what you wanted, which was a Porsche. So you compromised and got 		
CF | a Volvo with racing stripes on it. 		
CF | 		
CF | > 		Knight_Otu asks, "Why the hell did I read "This was supposed to be a two-garage game"?"
Jacqueline says (to ClubFloyd), "x alley" 		
CF ] Garage 		
CF | 		
CF | > X ALLEY 		
CF | 		
CF | [That is either not in the area, or does not need to be referred to.] 		
CF | 		
CF | > 		MoyTravis asks, "Okay wait are bikes gendered in...wherever the author lived 20 years ago?"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Garage 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Garage 		
CF | This was supposed to be a two-car garage, but with the trash cans, 		
CF | your workbench, Alley's bike and all the rest of the junk that's taken 		
CF | up residence in this place, you're lucky to be able to even squeeze 		
CF | just the Volvo in here. 		
CF | 		
CF | > 		DavidW says, "bikes have always been gendered."
		Jacqueline says (to Travis), "Yes. They still are, I believe. Weirdly so, but yes."
Jacqueline says (to ClubFloyd), "out" 		
CF ] In the front yard 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | In the front yard 		
CF | One of the advantages of living on the outskirts of town is that you 		
CF | were able to get a house with a little bit of land around it. Which 		
CF | isn't to say that you have to walk a kilometer to get to your 		
CF | neighbor's house, just that you can actually take a few steps outside 		
CF | your door and not be on anyone else's property. 		
CF | 		
CF | Alley is sprawled on the front lawn, gazing up at the stars. "Hi, 		
CF | Daddy," she says. "Hey, how come the night sky is dark? I mean, with 		
CF | all the stars in the universe, if you look in any direction wouldn't 		
CF | you eventually see a star?" 		
CF | 		
CF | > 		MoyTravis says, "What. Wait. Really? Well. Okay."
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] In the front yard 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >TELL ALLEY ABOUT INVERSE SQUARE LAW 		
CF | (2) >TELL ALLEY ABOUT CRYSTALLINE SPHERES 		
CF | (3) >ALLEY, COME INSIDE 		
CF | 		
CF | Select an option or 0 to say nothing >> 		MoyTravis says, "Well, kid, let me tell you about light pollution, and rant about the corrupting influence of modernity and electric power."
		DavidW says, "1 please"
		Jacqueline says, "What do people want me to say? All for 1? (And 1 for 1, as of right now...)"
		MoyTravis says, "1 works."
Jacqueline says (to ClubFloyd), "1" 		
CF ] In the front yard 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | Mary thinks it's a little strange that you've started choosing 		
CF | introductory astrophysics texts as your bedtime reading material, but 		
CF | it really pays off at moments like this. "Well," you say, lying down 		
CF | on the grass next to Alley, "it has to do with the inverse square law. 		
CF | Think of a star, and imagine putting up an enormous sheet of paper 		
CF | about one astronomical unit away. The star'll light up a certain area 		
CF | of the sheet of paper. Now take that paper and put it two astronomical 		
CF | units away. The area that the star lights up will be twice as tall and 		
CF | twice as wide, but it's the same amount of light hitting it -- the 		
CF | same number of photons, only spread out over an area four times as 		
CF | big. That means if you look at a small area of the sheet of paper, 		
CF | only one-fourth as many photons are hitting it, so it looks one-fourth 		
CF | as bright. If you look at it from ten times as far away, it looks one 		
CF | one-hundredth as bright. 		
CF | 		
CF | "That means that the further away you get, the fewer photons have a 		
CF | chance of reaching your eyes. Now, you may think that you'd have the 		
CF | number of stars in your visual field increasing just as fast as their 		
CF | intensity decreases. But the universe is finite: you could write the 		
CF | number of stars in the universe on a single piece of notebook paper. 		
CF | And the observable universe is even more finite -- the universe 		
CF | expanding fast enough that the photons from a lot of stars haven't had 		
CF | a chance to reach us yet and maybe never will. So eventually you run 		
CF | out. And if you factor in all the things that can block the photons 		
CF | that do have a chance to get here -- clouds of hydrogen gas, for 		
CF | instance -- only the photons from the closest and brightest stars make 		
CF | it to your eyes. The rest of the sky looks dark." 		
CF | 		
CF | "Cool," Alley says. "Is that true about everything a star sends out, 		
CF | or just light?" 		
CF | 		
CF | > 		MoyTravis says, "I am immensely amused by this exchange."
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] In the front yard 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >TELL ALLEY ABOUT SOLAR RADIATION 		
CF | (2) >ALLEY, COME INSIDE 		
CF | 		
CF | Select an option or 0 to say nothing >> 		DavidW says, "It's a favourite part of this game for many."
		Jacqueline says, "Yeah"
		Jacqueline asks, "So, 1?"
		MoyTravis says, "Yeah, 1."
		DavidW says, "yes"
Jacqueline says (to ClubFloyd), "1" 		
CF ] In the front yard 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Well," you say, "a star doesn't emit a whole lot EXCEPT light, if by 		
CF | light you mean photons, which can range anywhere from radio waves to 		
CF | X-rays and beyond. Then there's the solar wind, which is mostly 		
CF | protons. And then there are neutrinos, which go through pretty much 		
CF | everything. People have collected huge pools of gallium, put them deep 		
CF | underground, and it turns out that thirty tons of the stuff -- thirty 		
CF | TONS -- will catch ONE neutrino a day. The neutrino will turn ONE atom 		
CF | of gallium into germanium. All the other billions and billions of 		
CF | neutrinos just go streaming right through the earth. But you can't see 		
CF | them, because they go right through your eyes." 		
CF | 		
CF | "Awesome," Alley says. "Where does the gallium come from?" 		
CF | 		
CF | > 		DavidW asks, "yeah, where? Other stars, amirite?"
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] In the front yard 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >TELL ALLEY ABOUT GALLIUM PRODUCTION 		
CF | (2) >ALLEY, COME INSIDE 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] In the front yard 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Good question," you say. "The easy answer is that it's mined. But 		
CF | here's the more interesting answer. You know what a star is, right?" 		
CF | 		
CF | "Sure," Alley says. "It's a big ball of hydrogen being fused into 		
CF | helium." 		
CF | 		
CF | "Bing," you say. "Right as usual. Now, eventually the hydrogen runs 		
CF | out. What happens to the helium left over? Some of it gets expelled 		
CF | out into space, and the rest of it contracts even tighter, till the 		
CF | HELIUM starts to fuse. So the star lights up again, turning helium 		
CF | into carbon, and then into oxygen. And the process keeps going -- some 		
CF | of the matter is expelled into space, the rest keeps contracting, 		
CF | fusing, into neon, magnesium, silicon, and eventually, into iron. Iron 		
CF | is pretty much the most stable thing there is. Right now hydrogen is 		
CF | the most common substance there is, but if you wait long enough, it'll 		
CF | be iron. 		
CF | 		
CF | "Now, iron is element #26, and gallium is #31, so you'll never get to 		
CF | gallium that way. Heavy elements like gallium, or gold, are produced 		
CF | in supernovae -- they're formed when stars explode, and fly out into 		
CF | space." 		
CF | 		
CF | "Really? Gold?" Alley says. "It just comes raining down out of space?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] In the front yard 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >TELL ALLEY ABOUT PLANETARY ACCRETION 		
CF | (2) >ALLEY, COME INSIDE 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] In the front yard 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Maybe indirectly," you say. "See, the newly-formed heavy elements fly 		
CF | out into space, and collect in gravity wells, start clumping 		
CF | together... some end up inside new second- or third-generation stars, 		
CF | while others get locked up in planets only to get dug up a few billion 		
CF | years later and used for neutrino detection, or jewelry, or coins. Of 		
CF | course gold is used in coins because it's valuable, and it's valuable 		
CF | because it's rare, and it's rare because... well, to a certain extent, 		
CF | it's the luck of the draw. If you look at a chart of the elements in 		
CF | the earth's crust, it turns out that iridium and the elements around 		
CF | it are rarer than you might expect. Right after iridium is platinum, 		
CF | which is very precious, and after that is gold, which is just slightly 		
CF | more common and just slightly less precious. But if you look at 		
CF | meteorites, you find that they're not lacking in iridium the way the 		
CF | earth is -- meteorites are loaded with the stuff. And they've got even 		
CF | more platinum. So it's easy to imagine that there are planets out 		
CF | there where there just so happened to be a lot of gold and platinum in 		
CF | the area of space where the planet was formed, and so they're 		
CF | considered common while something else -- zirconium, maybe -- is 		
CF | considered really valuable." 		
CF | 		
CF | "I've heard of iridium before," Alley says. "Isn't there a lot of it 		
CF | in the layer of the earth's crust that comes from right when all the 		
CF | dinosaurs died out? I remember reading something like that." 		
CF | 		
CF | > 		Knight_Otu asks, "Is Alley going to yell fake news at us at some point?"
		DavidW says, "Fake news wasn't invented yet."
		Knight_Otu says, "I mean, it probably was, just not named as such."
		DavidW says, "back then there was hogswaddle and fiddle-faddle and somesuch."
		Jacqueline says, "Maybe the astronaut didn't land on Earth."
		MoyTravis asks, "Continue?"
		DavidW says, "TELL ALLEY ABOUT DINOSAURS"
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] In the front yard 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >TELL ALLEY ABOUT DINOSAUR EXTINCTION 		
CF | (2) >ALLEY, COME INSIDE 		
CF | 		
CF | Select an option or 0 to say nothing >> 		Knight_Otu says, "It seemed the astronaut bits are a story being told."
		Jacqueline says (to Travis), "Sorry, I'm having some trouble with my eyes this morning and am having to go slower."
		MoyTravis says, "Presumably to a younger Alley."
		MoyTravis says, "Oh! Sorry, 'course."
Jacqueline says (to ClubFloyd), "1" 		
CF ] In the front yard 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "That's right," you say. "That's usually counted as evidence that it 		
CF | was a meteorite impact that led to them all dying off -- not that the 		
CF | iridium killed them, but that iridium is a sign that there was a big 		
CF | meteorite around that time, and it's easy to see how a big impact 		
CF | could lead to massive die-offs. But that's also an important thing to 		
CF | keep in mind when you think about this stuff. One bit of pure gold is 		
CF | exactly the same as any other bit of pure gold -- the substance 		
CF | behaves the same way. So from one point of view, any particular piece 		
CF | of gold isn't valuable at all, since you can always get another. You 		
CF | can even replace your iridium. But Michael Crichton notwithstanding, 		
CF | you can't get back any of the dinosaurs. 		
CF | 		
CF | "You're not made of a whole lot that's particularly exotic -- the only 		
CF | stuff heavier than iron, the only things you'd need a supernova for, 		
CF | are trace elements: a little iodine to keep the goiter away, that kind 		
CF | of thing. You're made mainly of the most common star stuff: carbon, 		
CF | oxygen, hydrogen. But you can't just trade yourself in for a sack of 		
CF | carbon and oxygen and hydrogen the way you can trade gold for gold. 		
CF | What makes you you is the way that star stuff is arranged, and that's 		
CF | totally unique. Which makes you more valuable than all the gold from 		
CF | all the stars in the sky." 		
CF | 		
CF | "And what am I, chopped liver?" Mary asks, emerging from the garage. 		
CF | "'All the stars in the sky'? Really, Sam. When you start trying to wax 		
CF | poetic it's a pretty good sign that it's past your bedtime. Let alone 		
CF | Alley's. Time to come in, kids." 		
CF | 		
CF | "Okay, mom," Alley says. She stands up and stretches. "Night, Daddy." 		
CF | 		
CF | "Good night, honey," you say. "Sweet dreams." 		
CF | 		
CF | As you follow her inside, you pause to take a quick look at the sky 		
CF | yourself. It's certainly pretty, but it's been a long time since you 		
CF | were as enraptured by it as Alley seems to be. You can't help but feel 		
CF | a little sad about that. 		
CF | [ -> ] 		Jacqueline says, "I like talking to kids and casually mentioning goiters as I do so."
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] SKY-BLUE 		
CF ] 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] Before the crystal labyrinth 		
CF | 		
CF | 		
CF | 		
CF | As you walk through the pass, you encounter first one shard of glass 		
CF | on the ground, then another. But it isn't until you crest the final 		
CF | hill that you see what you've discovered. 		
CF | 		
CF | Before the crystal labyrinth 		
CF | You are standing on a ridge above the entrance to a vast crystal 		
CF | labyrinth. You'd be tempted to call it a city, with its haphazard 		
CF | collection of iridescent towers and spires and arches -- "iridescent" 		
CF | means shimmering with rainbow colors -- but from what you can see from 		
CF | your vantage point, there is barely enough space between the crystal 		
CF | walls to permit one person to pass between them. The labyrinth is 		
CF | ringed by steep mountains, so going around it is impossible: your only 		
CF | choices are to enter it to the west, or to head back the way you came. 		
CF | 		
CF | > 		MoyTravis says, "This dad talks very unlike most dads I have historically known, but I have not known all the dads in the universe."
		Jacqueline says, "My grandfather talked to us like that."
Jacqueline says (to ClubFloyd), "w" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > W 		
CF | 		
CF | You step into the crystal labyrinth and immediately get lost. 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | north, south, and west. 		
CF | 		
CF | > 		Jacqueline asks, "I'm assuming that this is a fake maze?"
		Knight_Otu exclaims, "MMAAZZEE!"
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > N 		
CF | 		
CF | You wander around the maze of glass until you find yourself at another 		
CF | intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | west, east, and south. 		
CF | 		
CF | > 		MoyTravis says, "please be fake game"
Jacqueline says (to ClubFloyd), "w" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > W 		
CF | 		
CF | You wander through the maze of glass until you find yourself at 		
CF | another intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | north, south, and east. Two of the nearby walls intersect to form the 		
CF | base of an immense spire. 		
CF | 		
CF | > 		DavidW says, "Don't worry."
Jacqueline says (to ClubFloyd), "x spire" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > X SPIRE 		
CF | 		
CF | Though the crystal sparkles in every color, the dominant note seems to 		
CF | be a beautiful light blue, refracted from the sky above. ("Refraction" 		
CF | is what happens when light passes through a medium that bends it, like 		
CF | water or a prism.) 		
CF | 		
CF | > 		Jacqueline asks, "Is anyone else annoyed by her defining things?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > N 		
CF | 		
CF | You wander around the maze of glass until you find yourself at another 		
CF | intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | west, east, and south. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > W 		
CF | 		
CF | You wander through the maze of glass until you find yourself at 		
CF | another intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | north, south, and west. An enormous arch looms overhead. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, it defines it as a story in the game world..."
		DavidW says, "She's obviously telling the story to someone else."
		MoyTravis says, "Oh I assumed this was the dad. Stopping to define things spontaneously seems in character for the Dad Lecturer."
Jacqueline says (to ClubFloyd), "x arch" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > X ARCH 		
CF | 		
CF | Though the crystal sparkles in every color, the dominant note seems to 		
CF | be a beautiful light blue, refracted from the sky above. 		
CF | 		
CF | > 		DavidW says, "It could be the dad, yeah."
		Jacqueline says, "I feel like if we're telling the story to a kid they should buck up and learn words from context. (Kidding. Sorta.)"
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > N 		
CF | 		
CF | You wander around the maze of glass until you find yourself at another 		
CF | intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | west, east, and south. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > W 		
CF | 		
CF | You wander through the maze of glass until you find yourself at 		
CF | another intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | north, south, and west. 		
CF | 		
CF | With an audible sputter, the cooling unit of your spacesuit finally 		
CF | gives out. 		
CF | 		
CF | > 		Knight_Otu says, "Uh oh."
Jacqueline says (to ClubFloyd), "take off suit" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > TAKE OFF SUIT 		
CF | 		
CF | You take off your spacesuit and drop it on the ground. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > N 		
CF | 		
CF | You wander around the maze of glass until you find yourself at another 		
CF | intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | north, south, and east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > W 		
CF | 		
CF | Solid crystal blocks your path. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x crystal" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > X CRYSTAL 		
CF | 		
CF | Though the crystal sparkles in every color, the dominant note seems to 		
CF | be a beautiful light blue, refracted from the sky above. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] In the crystal labyrinth 		
CF | 		
CF | > E 		
CF | 		
CF | You wander around the maze of glass until you find yourself at another 		
CF | intersection... 		
CF | 		
CF | In the crystal labyrinth 		
CF | You are in a dazzling crystal maze, with passages leading out to the 		
CF | west, east, and south. 		
CF | 		
CF | The cool breeze ruffles the feathers of your wings. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Flying above the crystal labyrinth 		
CF | 		
CF | > U 		
CF | 		
CF | You stretch your wings and soar into the sky. 		
CF | 		
CF | Flying above the crystal labyrinth 		
CF | You are hovering above the crystal labyrinth; from this perspective, 		
CF | it looks like a mind-bogglingly complex mandala. (A "mandala" is a 		
CF | pattern that some people use in prayer.) There is no way your could 		
CF | have possibly navigated it on the ground -- in fact, it almost gives 		
CF | you a headache. Much more relaxing is the cloudless, sparkling blue 		
CF | sky all around you. 		
CF | 		
CF | A bird flies by, disappearing through the gap in the mountains to the 		
CF | west. 		
CF | 		
CF | > 		Knight_Otu says, "We're a bird now, huh."
		Jacqueline says, "Apparently."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Flying above the crystal labyrinth 		
CF | 		
CF | > W 		
CF | 		
CF | You fly through the pass, reveling in the rush of the wind against 		
CF | your white feathered wings. 		
CF | [ -> ] 		DavidW says, "We're still Wendy. Wendy has wings."
		MoyTravis says, "x me! Though it looks like we hit the swap point."
		Jacqueline says, "[Insert joke about Red Bull here.]"
		DavidW says, "You could've looked at yourself after you took the suit off."
		Jacqueline asks, "It is the swap point, sorry. Maybe I can try to undo?"
Jacqueline pushes the green 'space' button. 		
CF ] Queensport Middle School gym 		
CF | 		
CF | 		
CF | 		
CF | She's an angel. She's an absolute angel. 		
CF | 		
CF | No. No. Can't think like that. She's just a kid like any other kid. 		
CF | Completely approachable. Puts her pants on one leg at a time like 		
CF | anyone else. 		
CF | 		
CF | Oops. Bad move. Should not have thought about her putting on pants. 		
CF | 		
CF | Concentrate. Concentrate. Focus power. Eye of the tiger. Wax on, wax 		
CF | off. Wait, that's not right. C'mon, don't overthink this. Just go in 		
CF | and ask her. "Hey, Alley, what's up? Want to go to the dance with me?" 		
CF | Easy as that. What's the worst that could happen? 		
CF | 		
CF | Well, you could wet your pants. Funny how it always comes back to 		
CF | pants. 		
CF | 		
CF | You walk into the gym. 		
CF | 		
CF | Queensport Middle School gym 		
CF | Usually rather damp and dingy, the gym is currently festooned with 		
CF | colorful balloons and streamers in preparation for the big dance 		
CF | Friday night. The first ones went up at lunch, so when you went in for 		
CF | your fifth-period PE class, the coach looked around, shrieked, and 		
CF | declared that there was a change in plans and that the class would be 		
CF | playing soccer for the rest of the week. 		
CF | 		
CF | You look around and there, far above your head, is Alley, glowing like 		
CF | a star -- or maybe that's just from standing in front of the spotlight 		
CF | rigged to the ceiling. She's balanced on a tall ladder, draping 		
CF | streamers from the rafters. 		
CF | 		
CF | Her colleagues on the Student Activities Committee, Joyce and 		
CF | Sherrill, are standing around a helium tank, filling balloons and 		
CF | letting them float up to the ceiling. 		
CF | 		
CF | Alley looks down at you as you come in. "Hey, Jon," she says. "Can you 		
CF | turn off that light for me? It's burning kind of hot." She points at 		
CF | the switch. 		
CF | 		
CF | > 		Jacqueline says, "Do we come back to Wendy? I'll look then."
		Jacqueline says, "I spy a 'festooned'"
		MoyTravis says, "I assume. Let's just keep goin'."
		DavidW says, "I don't remember. But I assume we do. We never used the pod."
		Jacqueline says, "festooned with balloon, even"
		lkcampbell says, "indeed"
		lkcampbell says, "now you will see it everywhere"
		Jacqueline says (to Lance), "Heh. Yeah."
		Jacqueline pulls a festooned out from behind Lance's ear.
Jacqueline says (to ClubFloyd), "turn off light" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > TURN OFF LIGHT 		
CF | 		
CF | [Which do you mean, the spotlight or the light switch?] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "switch" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > SWITCH 		
CF | 		
CF | [What do you want to switch?] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn off light switch" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > TURN OFF LIGHT SWITCH 		
CF | 		
CF | You turn the light off. "Thanks," Alley says. "That about does it for 		
CF | the streamers." She climbs back down the ladder, digs around in her 		
CF | backpack, and pulls out an orange. "Want one?" she asks. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "yes" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > YES 		
CF | 		
CF | [To converse with someone, please use the TALK TO command.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY FOR AN ORANGE 		
CF | (2) >TELL ALLEY ABOUT OUR LACK OF ANIMOSITY 		
CF | (3) >ASK ALLEY ABOUT POSSIBLE PARAMOURS 		
CF | (4) >ASK ALLEY TO THE DANCE ON FRIDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		MoyTravis says, "...what. Okay pick 2."
		MoyTravis says, "That is such a weird prompt, I must see it."
		Knight_Otu asks, "Where did 2 come from?"
		Jacqueline says, "Aw. I was going to break the ice by accepting an orange."
		Jacqueline says, "But yeah, those are odd prompts."
		MoyTravis says, "I mean we can undo but, like, #2 is so strange."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | "So, uh, we get along okay, huh?" you ask. "Like, uh, remember in 		
CF | kindergarten when I traded you my juice box for your Pudding Snak? 		
CF | That was pretty cool, huh?" 		
CF | 		
CF | Joyce and Sherrill snicker, but Alley seems not at all put off by the 		
CF | stupidity of what you've just said. "Sure," she says. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, I'm all for option 1. But 2 seems so out of nowhere."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Queensport Middle School gym 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > 1 		
CF | 		
CF | [That verb is not recognized.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY FOR AN ORANGE 		
CF | (2) >TELL ALLEY ABOUT OUR LACK OF ANIMOSITY 		
CF | (3) >ASK ALLEY ABOUT POSSIBLE PARAMOURS 		
CF | (4) >ASK ALLEY TO THE DANCE ON FRIDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > 3 		
CF | 		
CF | 		
CF | "So, um, are you, like, seeing anyone, or not, or...?" Your voice dies 		
CF | away. 		
CF | 		
CF | "Not so as you'd notice," Alley says cheerfully. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY FOR AN ORANGE 		
CF | (2) >TELL ALLEY ABOUT OUR LACK OF ANIMOSITY 		
CF | (3) >ASK ALLEY TO THE DANCE ON FRIDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | Alley digs around in her backpack. "Oops, looks like that was the last 		
CF | one," she says. "I've got an apple left, though." She tosses it to 		
CF | you. 		
CF | 		
CF | > 		MoyTravis asks, "Is that English. "Not so as you'd notice"?"
		Jacqueline says, "Oh wow. Dang. An apple is not an orange, Alley."
		Jacqueline says (to Travis), "It's kinda awkward, yeah."
		MoyTravis asks, "Didn't you JUST pull out an orange and offer it?"
		lkcampbell says, "bait and switch"
		lkcampbell says, "I don't mean to compare apples and oranges...but..."
		MoyTravis says, "This is a betrayal of the highest order. Why do we even still have #2, after this."
		Jacqueline says, "Indeed"
		DavidW asks, "What if she agrees to go to the dance on Friday and sends Joyce instead?"
		Knight_Otu says, "Apples, oranges, they're basically made from the same star stuff."
		Jacqueline says, "I was going to make a joke about how she's not a giving human and maybe we shouldn't like her and want to go to the dance with her... but honestly it just makes her an independent woman who knows what fruit she likes."
Jacqueline says (to ClubFloyd), "talk to Alley" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >TELL ALLEY ABOUT OUR LACK OF ANIMOSITY 		
CF | (2) >ASK ALLEY TO THE DANCE ON FRIDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Queensport Middle School gym 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | You take a deep breath. It doesn't take, so you try it again. "Well," 		
CF | you say. "Um. So. I was just kind of wondering whether maybe if you 		
CF | weren't doing anything and weren't already going whether you might 		
CF | want to go to the dance with me if you want I mean it's no big deal or 		
CF | anything it's up to you I just thought you know why not." There, you 		
CF | think. That was pretty smooth. 		
CF | 		
CF | But Alley shakes her head. "Sorry," she says. "I'm babysitting that 		
CF | evening." 		
CF | 		
CF | Your heart plummets into your stomach with what you're sure is an 		
CF | audible splash. You're trying to decide whether to throw yourself in 		
CF | front of the nearest bus or if you should just go home and slash your 		
CF | wrists when you realize Alley isn't finished talking. 		
CF | 		
CF | "...so it'll have to be Saturday," she concludes. 		
CF | 		
CF | "Satur-- wait, so that's a yes?" you ask, gaping. 		
CF | 		
CF | "Sure," she says. "It won't be a dance, but I'm sure we can find 		
CF | something fun to do. Can you come by around seven?" 		
CF | 		
CF | Saturday. Seven o'clock. Seventy-five hours, forty-three minutes, 		
CF | seventeen seconds from now. Suddenly, it seems like a lifetime. 		
CF | [ -> ] 		Jacqueline says, "Ugh - that is ... yeah, not healthy to insert suicidal thoughts in response to a girl turning you down for a date."
Jacqueline says (to ClubFloyd), "x alley" 		
CF ] Queensport Middle School gym 		Jacqueline says, "oh"
Jacqueline pushes the green 'space' button. 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | 		
CF | 		
CF | Driving down Bartlett Hill Road 		
CF | As you pass Alley's school, you can't help but notice that the message 		
CF | board outside says "DANCE FRIDAY GYM 6-10 PM". "There was a dance 		
CF | tonight?" you ask. "You should have told us. We could've found another 		
CF | sitter." 		
CF | 		
CF | "That's okay," Alley says drowsily. "You and Ms. Mackaye asked before 		
CF | any boys did." 		
CF | 		
CF | "Still," you say. "Next time you just call us and give us the old 		
CF | heave-ho, okay? I'm sure there must be a legion of boys out there who 		
CF | cried themselves to sleep thanks to us." 		
CF | 		
CF | Alley smiles sleepily. "You sound like my dad," she says. 		
CF | 		
CF | > 		MoyTravis says, "Yeah that seems very dramatic."
		DavidW says, "uh-oh"
		Jacqueline asks, "uh-oh?"
		MoyTravis says, "Cars have historically been a bad sign, in this story."
		DavidW says, "1) Bartlett Hill Road was mentioned in the very first scene. 2) Mackaye is Wendy's surname."
		Knight_Otu says, "Any vehicle has, really."
		Jacqueline says, "Oh. Right."
Jacqueline says (to ClubFloyd), "wait for my death" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > WAIT FOR MY DEATH 		
CF | 		
CF | [That was only understood as far as wanting to wait.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are Jim Mackaye, an accounts manager at the First Queensport Bank, 		
CF | husband to a lovely ex-teller named Linda and father to a beautiful 		
CF | little girl named Wendy who is still much too young to be left home 		
CF | alone without a sitter. The sitter in question is Alison Dawson, 		
CF | currently sitting in the passenger seat. 		
CF | 		
CF | You cruise through the Polk Boulevard intersection. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wendy" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > X WENDY 		
CF | 		
CF | [That is either not in the area, or does not need to be referred to.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x alley" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > X ALLEY 		
CF | 		
CF | Alley and your daughter Wendy struck up a friendship a couple summers 		
CF | back, when the teacher of Wendy's swimming class brought in some of 		
CF | the kids from her youth league team to help out. Since then Alley's 		
CF | been your regular babysitter. She's bright, polite, doesn't charge 		
CF | very much, and Wendy likes her enough that her first question whenever 		
CF | you and Linda get home from an outing is when you'll be going out 		
CF | again. 		
CF | 		
CF | > 		DavidW says, "I assume Wendy is with her mother, Linda."
		Jacqueline says, "Yeah. That was just a mistype on my part."
		Jacqueline says, "I'm trying to eat breakfast while driving."
		Jacqueline says, "I hope I don't run a red light."
Jacqueline says (to ClubFloyd), "z" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You go over the train tracks and through the O'Brien Boulevard 		
CF | intersection. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY ABOUT HOW I SOUND LIKE HER DAD 		
CF | (2) >TELL ALLEY ABOUT WENDY'S UNDYING ADORATION 		
CF | (3) >ASK ALLEY IF SHE CAN BABYSIT ON THURSDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		Jacqueline asks, "1?"
		DavidW says, "sure"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Hmm?" Alley says. "Oh, it's just that when you were talking about 		
CF | 'legions of boys crying themselves to sleep' it reminded me of how my 		
CF | dad's always telling me that 'you're at the age now where you're going 		
CF | to have to deal with droves of grubby little boys vying for your 		
CF | affections, and I just wanted to warn you that I'm bound to show an 		
CF | inordinate amount of glee with every heart you break. So go to it!'" 		
CF | She smiles. 		
CF | 		
CF | > 		MoyTravis says, "...what the heck is up with all these folks."
		Jacqueline says, "They're written by Adam."
		Jacqueline says, "That is what is up with them."
		Jacqueline says, "Not sayin' it's a bad thing."
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY ABOUT INORDINATE GLEE 		
CF | (2) >TELL ALLEY ABOUT WENDY'S UNDYING ADORATION 		
CF | (3) >ASK ALLEY IF SHE CAN BABYSIT ON THURSDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		Jacqueline asks, "2?"
		DavidW says, "sure"
		MoyTravis asks, "You know I'm not super familiar with his other works but if you asked me, I would have said it's a very strong take on "Specifically 1950s American Families" or something?"
		Knight_Otu says, "Sure."
		Jacqueline says, "I am assuming I wasted a couple of turns and we won't get through all the dialogue."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | "You know, Wendy's crazy about you," you say. "We take her to buy 		
CF | clothes, she wants to dress like you. We take her to get her hair cut, 		
CF | she wants it done like yours. And every time you come over she spends 		
CF | the next couple of days throwing around words like 'conquistador' and 		
CF | 'geosynchronous'. When she gets an 800 on her verbal SAT we'll know 		
CF | who to thank." 		
CF | 		
CF | "Well, when I was her age I hated it when people talked down to me," 		
CF | Alley shrugs. "So it'd be hypocritical of me to talk down to her." 		
CF | 		
CF | You cruise through the Nelson Boulevard intersection. Wow -- all of 		
CF | the lights seem to be green this evening. 		
CF | 		
CF | > 		MoyTravis asks, "#1?"
		Jacqueline says, "All those green lights. Lucky us."
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY ABOUT INORDINATE GLEE 		
CF | (2) >ASK ALLEY IF SHE CAN BABYSIT ON THURSDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Well," Alley says, "when I asked him about that, he said, 'You see, 		
CF | it's just like Freud said: the parent of the powerless sex always 		
CF | longs to have a child of the powerful sex. And sure enough, after 		
CF | years of having to deal with being on the receiving end of possible 		
CF | rejection every time I was interested in someone, it's going to be a 		
CF | thrill to see my very own kid dishing it out. It's a clear-cut case of 		
CF | Venus envy.'" 		
CF | 		
CF | > 		Knight_Otu says, "For now."
		Jacqueline says, "Ugh."
		lkcampbell says, "ew"
		Jacqueline says, "UGH UGH UGH"
		Knight_Otu says, "..."
		Jacqueline says, "WTF"
		MoyTravis says, "I maintain my "what the heck is up with these folks""
		Jacqueline says, "Your dad is messed up, Alley."
		Jacqueline rage quits and goes back to the Lounge.
		DavidW says, "noooo"
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY IF SHE CAN BABYSIT ON THURSDAY 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Driving down Bartlett Hill Road 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "I hate to ask you to come over twice in less than a week," you say, 		
CF | "but are you free to look after Wendy on Thursday? If not, please, 		
CF | just say the word and we can find someone else. I don't want to keep 		
CF | you from hanging out with kids your own age." 		
CF | 		
CF | "Sure, no problem," Alley says. "I don't mind, really. I like spending 		
CF | time with Wendy. Most of my friends are either significantly younger 		
CF | or significantly older than me anyhow." 		
CF | 		
CF | You enter the Montgomery Boulevard intersection... 		
CF | 		
CF | ...and are blindsided by a car screaming down the road with its lights 		
CF | off at a hundred kilometers an hour, maybe more. The impact caves in 		
CF | the passenger-side door and sends the car spinning wildly, the air 		
CF | thick with smoke and the acrid smell of burnt rubber, Alley's blood 		
CF | hot against your face, and as you black out, you catch a glimpse of 		
CF | the light, and it was green, it was green, it was green... 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] GREEN 		
CF ] 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] In the forest 		
CF | 		
CF | 		
CF | 		
CF | On the other side of the pass, you find yourself flying over a vast 		
CF | forest that stretches as far as you can see. The mere sight of it is 		
CF | enough to make your wings ache -- there's no way you can fly that far 		
CF | under your own power. Besides, the idea of strolling through a shady 		
CF | forest seems awfully appealing right about now. You touch down and 		
CF | wander through the woods. 		
CF | 		
CF | In the forest 		
CF | After a few minutes, you reach a small clearing, and pause to take a 		
CF | look around. Something is wrong. In fact, everything is just slightly 		
CF | off. The leaves of the trees don't sway enough in the breeze; the 		
CF | subtle sounds of the forest are conspicuously absent; everything 		
CF | smells sterile and dead. But you can't quite put your finger on why 		
CF | this is. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] In the forest 		
CF | 		
CF | > X ME 		
CF | 		
CF | You hardly need to be reminded what YOU look like, Wendy -- even if 		
CF | you didn't see yourself in the mirror every morning, the countless 		
CF | newspaper pictures and magazine covers would remind you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wings" 		
CF ] In the forest 		
CF | 		
CF | > X WINGS 		
CF | 		
CF | Your wings are a little sore from having been bound up in your 		
CF | spacesuit for so long. 		
CF | 		
CF | > 		DavidW says, "oh."
Jacqueline says (to ClubFloyd), "i" 		
CF ] In the forest 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a coin, your seed pod and a treasure chest (which is 		
CF | closed). 		
CF | 		
CF | > 		Jacqueline asks, "Wait. Where is my shovel?"
		Jacqueline says, "Oh. It broke."
		DavidW says, "It broke digging out the chest."
		Jacqueline asks, "So I guess we discarded it?"
		DavidW says, "Yes."
		Knight_Otu says, "Yeah."
		Jacqueline asks, "Fine. How will I plant this damn seed, though?"
		DavidW says, "I'm not worried."
		MoyTravis says, "Like, with your hands? I assume the chest dirt is loose enough."
		DavidW says, "There'll be a shovelfish or *something*."
Jacqueline says (to ClubFloyd), "l" 		
CF ] In the forest 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | In the forest 		
CF | You're standing in a small clearing, trying to figure out what's 		
CF | wrong. It's something about the trees -- they just don't HUM the way 		
CF | that trees are supposed to. 		
CF | 		
CF | > 		Knight_Otu says, "I'm sure an opportunity will present itself."
Jacqueline says (to ClubFloyd), "x trees" 		
CF ] In the forest 		
CF | 		
CF | > X TREES 		
CF | 		
CF | As you look more closely at the trees, you suddenly realize what's 		
CF | wrong with them: they're not alive. The trunks and branches of the 		
CF | trees are solid stone: petrified wood, the organic material replaced 		
CF | with silica from the groundwater over the course of millions of years. 		
CF | ("Silica" is silicon dioxide, which makes up sand, quartz, and all 		
CF | kinds of things.) But these are not mere stone pillars: they're still 		
CF | trees, complete with leaves made of malachite, a green marbled stone 		
CF | derived from copper and as arresting in its own way as emerald. 		
CF | ("Arresting" means it makes you stop and look.) 		
CF | 		
CF | You don't have much time to ponder this mystery, however: suddenly you 		
CF | hear a growling in the distance, and turn to see a wolf charging right 		
CF | at you! 		
CF | 		
CF | > 		MoyTravis says, "Pet the wolf. And then possibly get torn in half and eaten."
Jacqueline says (to ClubFloyd), "fight wolf" 		
CF ] In the forest 		
CF | 		
CF | > FIGHT WOLF 		
CF | 		
CF | Not only are you a top-notch astronaut, you're a master of the martial 		
CF | arts. So the wolf is taken by surprise when, before it can jump at 		
CF | you, you jump at it and pummel it with a lightning-quick series of 		
CF | kicks and punches. Soon it is whimpering and lying wounded on the 		
CF | ground, while you bask in your triumph. 		
CF | 		
CF | As you gather up your possessions, though, you can't help but wonder 		
CF | -- you don't KNOW that the wolf had any hostile intentions. Even if it 		
CF | did, even if this was a matter of being better off safe than sorry, 		
CF | hurting any living thing is never something to feel proud of. The wolf 		
CF | is certainly no threat now. Maybe you can get it back on its feet 		
CF | again. 		
CF | 		
CF | > 		lkcampbell asks, "is it a vegan wolf?"
		Jacqueline says, "I ... did not expect that to work."
		MoyTravis says, "Or I guess we 1v1 the wolf with our mad ninja skills. That works too."
		Knight_Otu says, "Astronaut 20/Martial Artist 20/Celebrity 20"
Jacqueline says (to ClubFloyd), "pet wolf" 		
CF ] In the forest 		
CF | 		
CF | > PET WOLF 		
CF | 		
CF | You run your fingers through the wolf's fur. If only wolves could 		
CF | purr. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wolf" 		
CF ] In the forest 		
CF | 		
CF | > X WOLF 		
CF | 		
CF | The wolf looks rather emaciated. ("Emaciated" means scrawny from lack 		
CF | of food.) It's also wounded, thanks to your unfortunate violent 		
CF | streak. Someone needs to feed it and heal it, and it looks like you're 		
CF | elected. 		
CF | 		
CF | > 		Knight_Otu asks, "Who cast the votes?"
		Jacqueline says, "I will feed it a coin."
Jacqueline says (to ClubFloyd), "heal wolf" 		
CF ] In the forest 		
CF | 		
CF | > HEAL WOLF 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		DavidW says, "Grow it a beefsteak tomato."
Jacqueline says (to ClubFloyd), "plant seed" 		
CF ] In the forest 		
CF | 		
CF | > PLANT SEED 		
CF | 		
CF | There doesn't seem to be any soil on the ground in which to plant the 		
CF | seed pod. 		
CF | 		
CF | > 		MoyTravis says, "Put your hand in the wolf's mouth so your friends can trap it, and it can bite your hand off in revenge."
Jacqueline says (to ClubFloyd), "take wolf" 		
CF ] In the forest 		
CF | 		
CF | > TAKE WOLF 		
CF | 		
CF | The wolf is too heavy for you to carry. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "feed wolf" 		
CF ] In the forest 		
CF | 		
CF | > FEED WOLF 		
CF | 		
CF | Whom do you want to feed the wolf to? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "me" 		
CF ] In the forest 		
CF | 		
CF | > ME 		
CF | 		
CF | (first taking the wolf) 		
CF | The wolf is too heavy for you to carry. 		
CF | 		
CF | > 		lkcampbell asks, "anyone have a dead possum?"
		Jacqueline says, "hahaha - YES. I was just about to ask for suggestions."
		Jacqueline exclaims, "Thank you, Lance!"
		DavidW says, "I left it in my other shovel."
		Jacqueline says, "I think we're out of roadkill, yeah."
		Knight_Otu says, "And the armadillo in our other spatula."
		DavidW asks, "Perhaps there's something helpful nearby?"
Jacqueline says (to ClubFloyd), "l" 		
CF ] In the forest 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | In the forest 		
CF | You're standing in a small clearing, surrounded by trees of petrified 		
CF | wood and malachite. 		
CF | 		
CF | The wolf you injured is lying on the ground, whimpering softly. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take all" 		
CF ] In the forest 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | (the wolf) 		
CF | The wolf is too heavy for you to carry. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] In the forest 		
CF | 		
CF | > N 		
CF | 		
CF | You start to leave, but the wolf you injured starts whimpering and you 		
CF | decide you can't just abandon it after what you've done. 		
CF | 		
CF | > 		Jacqueline says, "I'm a monster."
		DavidW says, "okay, we can't leave. We gotta do it all here."
		DavidW says, "Empty the chest, I guess."
		Jacqueline says, "I guess the only thing for it is to take a piece of petrified wood and put the wolf out of its misery with a bonk on the skull."
Jacqueline says (to ClubFloyd), "empty chest" 		
CF ] In the forest 		
CF | 		
CF | > EMPTY CHEST 		
CF | 		
CF | The treasure chest is closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open chest" 		
CF ] In the forest 		
CF | 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the treasure chest, revealing some dirt. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "empty chest" 		
CF ] In the forest 		
CF | 		
CF | > EMPTY CHEST 		
CF | 		
CF | dirt: Dropped. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "plant seed" 		
CF ] In the forest 		
CF | 		
CF | > PLANT SEED 		
CF | 		
CF | You plant the seed pod, step back, and wait for it to grow. 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | You hear a soft chuckling behind you. "Well, well," says a voice. "If 		
CF | it ain't pirate-turned-astronaut Wendy Mackaye. What're YOU doing in 		
CF | the Queen's realms?" 		
CF | 		
CF | You turn around to find a diminutive man with a bushy white beard, 		
CF | pushing along a white cart almost as big as he is. ("Diminutive" is 		
CF | another word for "small".) "Who are you?" you ask. 		
CF | 		
CF | "I'm the local weather salesman," he says. "And I'd say that you're 		
CF | not going to have much success growing things without some rain 		
CF | handy." He rummages through his cart. "You're in luck," he says. "I 		
CF | just happen t'have some in stock." 		
CF | 		
CF | > 		MoyTravis says, "Oh sweet let's buy some rain."
Jacqueline says (to ClubFloyd), "buy rain" 		
CF ] In the forest 		
CF | 		
CF | > BUY RAIN 		
CF | 		
CF | "That'll be one gold piece," the salesman says. "The one you're 		
CF | carrying will do nicely." 		
CF | 		
CF | > 		DavidW says, "Ah. this is what the coin is for, I bet."
Jacqueline says (to ClubFloyd), "put rain on dirt" 		
CF ] In the forest 		
CF | 		
CF | > PUT RAIN ON DIRT 		
CF | 		
CF | You can't do that, since there is no rain here yet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] In the forest 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a coin and a treasure chest (which is open but 		
CF | empty). 		
CF | 		
CF | > 		Knight_Otu says, "I hope the rain isn't snake oil."
Jacqueline says (to ClubFloyd), "pay coin" 		
CF ] In the forest 		
CF | 		
CF | > PAY COIN 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "buy rain" 		
CF ] In the forest 		
CF | 		
CF | > BUY RAIN 		
CF | 		
CF | "That'll be one gold piece," the salesman says. "The one you're 		
CF | carrying will do nicely." 		
CF | 		
CF | > 		DavidW says, "give coin to man"
Jacqueline says (to ClubFloyd), "give coin to man" 		
CF ] In the forest 		
CF | 		
CF | > GIVE COIN TO MAN 		
CF | 		
CF | The weather salesman pockets the gold piece and snaps his fingers; a 		
CF | moment later, a tiny cloud appears at knee level, raining a trickle of 		
CF | water onto the planted pod. You start to complain, but suddenly 		
CF | there's no one to complain to -- the salesman is gone without a trace. 		
CF | 		
CF | And in the end, it doesn't matter: even this tiny rainstorm does its 		
CF | job. Shortly after the cloud dissipates, the pod shudders, and a 		
CF | full-grown shrubbery erupts from inside, loaded with deep red berries 		
CF | and bright green leaves. The wolf starts nibbling at the berries, 		
CF | first tentatively, then with relish. 		
CF | 		
CF | Now all that remains is to heal its wounds. The leaves on the shrub 		
CF | look promising. 		
CF | 		
CF | > 		MoyTravis asks, "Give gold piece to salesman?"
		Jacqueline says, "Painful. yes."
		Jacqueline says, "It turns out the berries are poison. The End."
		Knight_Otu exclaims, "It is a vegan wolf!"
		Jacqueline says, "hahaha"
		lkcampbell exclaims, "that was lucky!"
Jacqueline says (to ClubFloyd), "tend wounds" 		
CF ] In the forest 		
CF | 		
CF | > TEND WOUNDS 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] In the forest 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a treasure chest (which is open but empty). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "clean wounds" 		
CF ] In the forest 		
CF | 		
CF | > CLEAN WOUNDS 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		DavidW) Alley asks, "where did the wolf get relish from?"
		MoyTravis asks, "Bandage it with the leaves...?"
		DavidW says, "Take leaves. Put leaves on wolf."
		Jacqueline says (to DW), "Relish is a thing you put on food-- wait."
		Jacqueline says, "Oh, the leaves."
		Jacqueline says, "Sure."
		Jacqueline says, "Take them. Put them on the wolf. Bury the wolf in leaves."
Jacqueline says (to ClubFloyd), "take leaf" 		
CF ] In the forest 		
CF | 		
CF | > TAKE LEAF 		
CF | 		
CF | You pick some of the leaves. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put leaf on wound" 		
CF ] In the forest 		
CF | 		
CF | > PUT LEAF ON WOUND 		
CF | 		
CF | Putting things on the wolf would achieve nothing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put leaf on wolf" 		
CF ] In the forest 		
CF | 		
CF | > PUT LEAF ON WOLF 		
CF | 		
CF | Putting things on the wolf would achieve nothing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "apply leaves to wounds" 		
CF ] In the forest 		
CF | 		
CF | > APPLY LEAVES TO WOUNDS 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		Jacqueline says, "heh"
		MoyTravis says, "Maybe the wolf could do with a nice salad."
DavidW says (to ClubFloyd), "heal wolf" 		
CF ] In the forest 		
CF | 		
CF | > HEAL WOLF 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		Knight_Otu asks, "BANDAGE?"
DavidW says (to ClubFloyd), "bandage wolf" 		
CF ] In the forest 		
CF | 		
CF | > BANDAGE WOLF 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "heal wolf with leaves" 		
CF ] In the forest 		
CF | 		
CF | > HEAL WOLF WITH LEAVES 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "bandage wolf" 		
CF ] In the forest 		
CF | 		
CF | > BANDAGE WOLF 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wolf" 		
CF ] In the forest 		
CF | 		
CF | > X WOLF 		
CF | 		
CF | The wolf looks rather emaciated. Eating the berries should take care 		
CF | of that; now all you have to do is heal its wounds. Maybe those leaves 		
CF | will do the trick. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "use leaves" 		
CF ] In the forest 		
CF | 		
CF | > USE LEAVES 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "heal wound" 		
CF ] In the forest 		
CF | 		
CF | > HEAL WOUND 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x leaf" 		
CF ] In the forest 		
CF | 		
CF | > X LEAF 		
CF | 		
CF | They're an almost unnatural shade of green. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
Jacqueline says (to ClubFloyd), "heal wound with leaf" 		
CF ] In the forest 		
CF | 		
CF | > HEAL WOUND WITH LEAF 		
CF | 		
CF | That's not a verb you need to use. 		
CF | 		
CF | > 		Knight_Otu asks, "GIVE LEAVES TO WOLF?"
		lkcampbell exclaims, "your punishment for beating up an innocent wolf: Guess the Verb!"
		DavidW says, "sure, it's probably give."
		Jacqueline says (to Lance), "haha"
Jacqueline says (to ClubFloyd), "give leaves to wolf" 		
CF ] In the forest 		
CF | 		
CF | > GIVE LEAVES TO WOLF 		
CF | 		
CF | The wolf nibbles at the leaves, but then draws back and whimpers. 		
CF | Maybe if you were to rub them on its wounds it might be more 		
CF | effective. 		
CF | 		
CF | > 		Jacqueline says, "RUB"
		MoyTravis says, "Crush the leaves in a mortar and pestle, mix with one part water and two parts honey, boil for five minutes, and apply the poultice to the wounds, wrapping tightly."
		DavidW says, "oh"
		Jacqueline says, "OF COURSE"
		Jacqueline says (to Game), "C'mon."
Jacqueline says (to ClubFloyd), "rub leaves on wound" 		
CF ] In the forest 		
CF | 		
CF | > RUB LEAVES ON WOUND 		
CF | 		
CF | You rub the leaves on the wolf's wounds, and it immediately starts to 		
CF | look more sprightly and alert. ("Sprightly" means energetic and 		
CF | spirited.) So while it looks as though you won't have anything from 		
CF | the red planet to hand over to headquarters once you get home, you 		
CF | have saved a life. 		
CF | [ -> ] 		lkcampbell says, "festoon wolf with leaves"
Jacqueline pushes the green 'space' button. 		
CF ] In your bedroom 		
CF | 		
CF | 		
CF | 		
CF | "And that's the end of our story for tonight," Alley says. 		
CF | 		
CF | What? But that can't be the END -- there's still so much you don't 		
CF | know! Like, how do you get home? Are you even on the right planet? Do 		
CF | you get in trouble for not having the pod anymore? Who's this queen 		
CF | the weather salesman talked about? "But wait," you begin, "what 		
CF | about--" 		
CF | 		
CF | "Come on, Wendy," Alley says. "You know the rules. It's way past your 		
CF | bedtime. Your parents'll be home soon and if you're still up it won't 		
CF | look too good for either of us. I'll be right here if you need 		
CF | anything." She pulls a book out of her backpack and starts in on her 		
CF | homework. 		
CF | 		
CF | > 		MoyTravis says, "Wow rubbing leaves on a wound sounds real rough."
		MoyTravis says, "Oh, so it was Alley telling the story."
		Knight_Otu nods.
		Jacqueline says, "Yeah. Hence the definitions of long words"
		Jacqueline says, "But now Alley is dead. The End."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] In your bedroom 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are Wendy Mackaye. By day, you are a student at Queensport 		
CF | Elementary School; by night, or at least on those nights that Alley 		
CF | comes over to babysit, you are a pirate, or an astronaut, or the 		
CF | democratically elected leader of the planet, or whatever it is that 		
CF | the two of you make up. (Though, you have to admit, even though she 		
CF | SAYS you're making up the stories together, Alley does most of the 		
CF | work.) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x alley" 		
CF ] In your bedroom 		
CF | 		
CF | > X ALLEY 		
CF | 		
CF | Alley is your regular babysitter, but she doesn't just throw a TV 		
CF | dinner at you and make you go to bed at six: she tells you stories, 		
CF | and helps you with your homework, and lets you help cook, and tells 		
CF | you which boys she likes, and all in all acts like a friend: a friend 		
CF | who's older and smarter and more beautiful than you could ever be, but 		
CF | still, a friend. 		
CF | 		
CF | > 		DavidW asks, "So.... sleep or talk to Alley?"
		MoyTravis says, "Talk to everybody, all the time."
Jacqueline says (to ClubFloyd), "talk to alley" 		
CF ] In your bedroom 		
CF | 		
CF | > TALK TO ALLEY 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) >ASK ALLEY ABOUT HER HOMEWORK 		
CF | (2) >ASK ALLEY FOR A GLASS OF WATER 		
CF | (3) >ASK ALLEY WHERE SHE GETS HER IDEAS 		
CF | (4) >ASK ALLEY ABOUT HOW I GET HOME 		
CF | (5) >ASK ALLEY ABOUT THE QUEEN 		
CF | 		
CF | Select an option or 0 to say nothing >> 		Jacqueline asks, "3?"
		Knight_Otu says, "Yeah."
		DavidW says, "sure"
Jacqueline says (to ClubFloyd), "3" 		
CF ] In your bedroom 		
CF | 		
CF | > 3 		
CF | 		
CF | 		
CF | Alley puts down her pencil. "That's not a question people are supposed 		
CF | to be able to answer," she says. "But I can. All that stuff, every bit 		
CF | of it, came straight from these weird dreams I've been having. And 		
CF | they're not the only ones. There's another... are you sure you want to 		
CF | hear about this?" 		
CF | 		
CF | "Yeah!" you say. 		
CF | 		
CF | "Okay," Alley says. "It starts like this..." 		
CF | [ -> ] 		Jacqueline says, "Oh dear. Here we go again."
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] PURPLE 		
CF ] 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		Knight_Otu says, "Oh, my. Straight to another story."
CF ] 		
CF | 		
CF | In a dark place 		
CF | I open my eyes, and I am in a cold, dim, lonely place. I blink, 		
CF | thinking my eyes are still closed, but then I realize that it is not 		
CF | pitch black: there is a dark purple fog billowing all around me, so 		
CF | close to black as to make nearly no difference. There is a faint 		
CF | purple glow to the stone floor, too, though I might not even notice it 		
CF | if it weren't holding me up. 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | >EXIT 		
CF | 		
CF | I try to find my way out of this place, but no matter which direction 		
CF | I try, or however far I go, it's all the same. Eventually -- and maybe 		
CF | it's minutes, maybe it's days -- I can suddenly make out a vague shape 		
CF | in the fog. 		
CF | [ -> ] 		Jacqueline says, "Welcome to your medically-induced coma, Alley."
		lkcampbell says, "It's Prince"
		DavidW asks, "David Bowie?"
		Jacqueline says, "heh"
Jacqueline pushes the green 'space' button. 		
CF | [ -> ] 		
CF | >LOOK AT SHAPE 		
CF | 		
CF | It's strange, because parts of it look distinctly human, but others 		
CF | are just as clearly not. I come closer, and I discover the answer: 		
CF | it's a person sitting in a huge throne made of rock. No, that's not 		
CF | right. It's not MADE of rock -- it IS a rock, one single stone in the 		
CF | rough shape of a high-backed chair. 		
CF | [ -> ] 		lkcampbell says, "and he's making us pancakes"
		Jacqueline says, "mmm... pancakes."
Jacqueline pushes the green 'space' button. 		
CF | [ -> ] 		
CF | >LOOK AT PERSON 		
CF | 		
CF | Her face is turned away from me, but I can tell that it's a young 		
CF | woman, dressed in long flowing purple garments. Dressed in royal 		
CF | purple, sitting in a throne, I can only assume that she's a queen or 		
CF | princess of some sort, but since I don't believe in monarchy, and 		
CF | certainly am not one of her subjects, I don't feel the need to bow or 		
CF | scrape or call her "Your Majesty". "Hello?" I say. 		
CF | [ -> ] 		lkcampbell says, "oh, princess...close enough"
		Jacqueline says, "Yep. I don't believe in monarchy either. They simply do not exist."
Jacqueline pushes the green 'space' button. 		
CF | [ -> ] 		
CF | >WAIT 		
CF | 		
CF | After a moment, she turns to face me. And that's when I start to get 		
CF | really scared. 		
CF | 		
CF | She has my face. 		
CF | 		
CF | She's a lot older -- she's got to be at least twenty -- but there can 		
CF | be no mistake: I'm talking to myself. Normally this would be a sign of 		
CF | impending mental collapse, but luckily it's already a dream. "Well?" 		
CF | she says. "Aren't you going to flee in terror? Can't you feel the life 		
CF | seeping out of you already just by being near me? Can't you?" 		
CF | [ -> ] 		Knight_Otu says, "I'm not sure monarchs believe in not believing in monarchy."
		Jacqueline says, "Oh. Nice nod to Zork there, Adam."
		MoyTravis says, "Man, "a lot older -- she's got to be at least twenty" - I remember thinking everybody older than 16 was ancient."
		Jacqueline asks, "Was it Zork or all Infocom games that did that 'talking to yourself is a sign of impending mental collapse'?"
		Jacqueline says, "I talk to myself a lot, and that phrase scarred me a bit as a kid."
		DavidW says, "One of those."
Jacqueline pushes the green 'space' button. 		
CF | [ -> ] 		
CF | >TALK TO QUEEN 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) ASK QUEEN ABOUT HERSELF 		
CF | (2) ASK QUEEN WHY I SHOULD BE SCARED 		
CF | (3) ASK QUEEN HOW TO GET OUT 		
CF | 		
CF | Select an option or 0 to say nothing >> 2 		
CF | 		
CF | "Why should you be scared?" she asks. "No, I suppose you wouldn't 		
CF | know. Not yet. You're new here. But I suppose I might as well confess. 		
CF | See, I'm one of those girls with a rep. Everything I look at is 		
CF | supposed to die. And it's true -- I am the queen of all I survey, and 		
CF | all I survey is long dead. But here's the part that no one believes: 		
CF | it was like that when I got here." 		
CF | 		
CF | I start to ask her another question, but then she starts talking 		
CF | again. "When I arrived here I was given proprietorship over all the 		
CF | realms I had dreamt of as a child," she says. "But those were all 		
CF | places from which life had long since fled. Barren planets and 		
CF | crumbling castles, forests of stone and vacant crystal cities, worlds 		
CF | upon worlds that were mine, all mine, and not a bit of it populated by 		
CF | any living thing. Sure, the occasional fish or fowl might wander 		
CF | through, but any creature that enters my domain either dies or leaves 		
CF | me. Nothing ever stays." 		
CF | [ -> ] 		Jacqueline says, "What does pro-pri-etor-shiiip mean? I feel like she should tell us."
		MoyTravis says, "That's rough, buddy."
		DavidW says, "Early IF was filled with uninhabited realms."
		Jacqueline says, "The occasional fish or fowl or ... fishbowl."
		Jacqueline says, "I'm still sad about the crab and the platinum seashell, yeah."
Jacqueline pushes the green 'space' button. 		
CF | [ -> ] 		
CF | >TALK TO QUEEN 		
CF | 		
CF | Please select one: 		
CF | 		
CF | (1) ASK QUEEN HOW TO GET OUT 		
CF | 		
CF | Select an option or 0 to say nothing >> 0 		
CF | 		
CF | I decide to say nothing after all. The last thing she needs after what 		
CF | she just said is me asking the way to the nearest exit. 		
CF | 		
CF | "No," the queen says. "By all means, go. Go. You'll be back soon 		
CF | enough." 		
CF | 		
CF | She pauses. "You see," she says, "I remember this conversation. From 		
CF | the other direction." 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] In Wendy's bedroom 		
CF | 		
CF | 		
CF | 		
CF | "We're home," you announce. "Wendy! What are YOU still doing up?" 		
CF | 		
CF | "Sorry, Ms. Mackaye," says Alley, the sitter. "It's my fault -- our 		
CF | bedtime story sort of segued into a conversation about these dreams 		
CF | I've been having... I shouldn't have kept her up this late." 		
CF | 		
CF | "Well, at least it's not a school night," you say. "No harm done, I 		
CF | guess. Jim's waiting in the car, so you probably ought to get out 		
CF | there. As for YOU, Miss Wendy, you need to get to sleep, pronto." 		
CF | 		
CF | "Kiss!" Wendy cries. 		
CF | 		
CF | "Very well--" you begin, but Wendy shakes her head. "I mean Alley," 		
CF | she says. 		
CF | 		
CF | "Hmmf," you say, as Alley flashes you an embarrassed smile and kisses 		
CF | Wendy on the cheek. "Good night, kiddo," she says. "Hope your dreams 		
CF | are sweeter than mine." 		
CF | 		
CF | > 		MoyTravis says, "And then they died."
		MoyTravis says, "Well, she did, not him."
		Jacqueline says, "This is reminding me of that horrible Super Bowl commercial from a few years ago, now that you say that, Travis."
		Jacqueline | [LINK]
		Jacqueline says, "Maybe that person played Photopia."
		Jacqueline says, "The person who made that ad, I mean."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] In Wendy's bedroom 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are Linda Mackaye, freshly returned from the most excruciatingly 		
CF | boring party you've ever attended. The slides were out of focus, the 		
CF | small talk necessitated the use of a magnifying glass, and if you had 		
CF | to hear your hosts share another tidbit of conversational Japanese, 		
CF | you were ready to disembowel yourself with your shrimp fork. 		
CF | 		
CF | Alley finishes stuffing her books in her backpack and puts it on. 		
CF | "Okay, see you soon," she says. You follow her out to the garage door; 		
CF | Jim's car is waiting in the driveway, and as she walks toward it, she 		
CF | is swallowed up in the glare of the headlights. 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF ] Alley's nursery 		
CF | 		
CF | 		
CF | 		
CF | Pure white light blazes down on Alley's crib as Sam plugs in the huge 		
CF | screen he ordered through the mail and mounted on the ceiling. Alley 		
CF | rubs her eyes. 		
CF | 		
CF | "What is that thing, anyway?" you ask. "Just a fluorescent light?" 		
CF | 		
CF | "Not at all," Sam says. "The Photopia is a low-energy, high-intensity 		
CF | LCD screen with a bunch of different settings." He tosses you the 		
CF | remote. "Just push the white button to cycle through them." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "push button" 		
CF ] Alley's nursery 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You push the white button, and the Photopia suddenly goes dark -- but 		
CF | not, you realize after a moment, completely dark. Instead, it displays 		
CF | a field of stars, as if it were a skylight. Alley blinks and regards 		
CF | it curiously. 		
CF | 		
CF | "There's more," Sam says. "Hit the button again and there's another 		
CF | mode that's even better." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "push button" 		
CF ] Alley's nursery 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | The screen changes once again. This time it shows a black field, over 		
CF | which three large circles -- one red, one blue, one green -- slowly 		
CF | drift. They bounce off the sides of the screen, but when they collide, 		
CF | they blend to form other colors: magenta, cyan, yellow, white. 		
CF | 		
CF | Alley claps with delight. "I think we have a winner," Sam grins. 		
CF | "Money well spent, sez I. Okay, I know one little kid who's up way 		
CF | past her bedtime. Can you get the lights, hon?" 		
CF | 		
CF | > 		Jacqueline says, "He bought her a screen saver. Neat."
Jacqueline says (to ClubFloyd), "push button" 		
CF ] Alley's nursery 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | Alley's so enraptured by the interplay of the colors that you can't 		
CF | bring yourself to switch it off. 		
CF | 		
CF | > 		MoyTravis says, "It was, presumably, more impressive back in the day."
		Jacqueline nods.
Jacqueline says (to ClubFloyd), "x alley" 		
CF ] Alley's nursery 		
CF | 		
CF | > X ALLEY 		
CF | 		
CF | Alley is your daughter -- still just a baby, really, though luckily 		
CF | she's well out of the reptilian newborn stage and instead looks like a 		
CF | perfectly adorable little girl. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Alley's nursery 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are Mary Dawson, mother of a beautiful baby girl named Alison who 		
CF | you're sure is going to have the world at her feet when she grows up. 		
CF | "C'mon, hon, we've had our fun," Sam says. "Time to turn off the 		
CF | lights." 		
CF | 		
CF | > 		Knight_Otu asks, "...reptilian newborn stage?"
		MoyTravis says, "...what. "reptilian newborn" hahaha these people are all a little strange."
Jacqueline says (to ClubFloyd), "x sam" 		
CF ] Alley's nursery 		
CF | 		
CF | > X SAM 		
CF | 		
CF | Sam is your husband, who has lately taken to ordering all kinds of 		
CF | strange things through the mail: today it was the Photopia; the day 		
CF | before that it was some kind of "baby-safe" blender; tomorrow it'll be 		
CF | a bag of llama feed or something. 		
CF | 		
CF | > 		MoyTravis asks, "Okay that superbowl ad seems actually fine, like, as a PSA-style thing?"
		Jacqueline says, "I guess Amazon was a thing back then."
		MoyTravis exclaims, "Sears did mail delivery!"
		Roger exclaims, "You could order an entire house!"
		Jacqueline says, "Though I just looked and I didn't place my first Amazon order until 1999."
		Jacqueline says (to Roger), "True. Also, hello. I'm glad that you've finally weighed in. I see that you are passionate about mail order."
		DavidW says, "I've never used Amazon, and likely never will."
		lkcampbell asks, "was it llama feed?"
		Knight_Otu says, "There was a time where you could order things from paper catalogs."
		Jacqueline says (to Lance), "No. It was a book about Appalachian Cherokee archaeology."
Jacqueline says (to ClubFloyd), "turn off light" 		
CF ] Alley's nursery 		
CF | 		
CF | > TURN OFF LIGHT 		
CF | 		
CF | You glance into the crib as you reach the light switch. "Good night, 		
CF | Alley," you say. "Sleep well." 		
CF | 		
CF | You turn out the light. 		
CF | [ -> ] 		lkcampbell says, "that was my second guess"
		Jacqueline chuckles.
		Jacqueline says, "Also, haha - I just noticed that Amazon says I can no longer return that book."
		Jacqueline | Return window closed on Aug 22, 1999
		Jacqueline says, "Thanks, Amazon."
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ -> ] 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | debugcheapnitfol quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		Knight_Otu asks, "Of course, we're calling these people weird - but have you seen Germany's ESC entry this year?"
		Jacqueline exclaims, "!"
		Knight_Otu says, "And Alley's gone."
		MoyTravis says, "Uh, did it just bug out there or -"
		Jacqueline says, "She actually is."
		Jacqueline says, "Yeah. It crashed."
		Jacqueline says, "I mean... hrm. I'm assuming it will do it again, but let me see..."
		DavidW says, "Some games just close the program at the end. I think this is one of them."
		DavidW says, "It's not a 'crash'."
		lkcampbell says, "yeah that"
		Jacqueline says, "God. My last save was a while ago."
		lkcampbell says, "that's probablyt eh end"
		Jacqueline asks, "Oh, so that's the end?"
		DavidW says, "Yes."
		Jacqueline says, "That... felt abrupt."
		MoyTravis says, "Ah. Yeah, makes sense. "You turn out the light." is a good line to go out on."
		Jacqueline says, "Hm. Okay."
		Knight_Otu says, "It's rather abrupt, but then, so is her death. It fits."
		Jacqueline says, "Well, anyway, there. Now we have a Photopia transcript."
		Jacqueline says (to KO), "True"
		Knight_Otu says, "True, but sad."
		MoyTravis says, "Hooray! That was nice, even if all the characters in it were a tad strange."
		lkcampbell says, "IF trivia, Ectocomp 2019 featured a drawing of the purple queen from this game..."
		lkcampbell says, "[LINK]"
		Knight_Otu says, "I repeat, Germany's ESC entry with its dancing hand was stranger."
		Jacqueline says, "gah"
		DavidW says, "huh."
		Jacqueline says, "But yeah, good drawing. 'Art by Wingless Little People'"
		DavidW says, "I think the purple queen had Wendy's face, though, since she *was* Wendy in the future."
		MoyTravis asks, "Germany ESC?"
		Knight_Otu says, "Alley, but yes."
		Knight_Otu says (to Moy), "Eurovision Song Contest."
		Jacqueline says, "Yeah, but the purple queen in this iteraction is even scarier, David."
		lkcampbell says, "There is no future Alley"
		lkcampbell says, "the future Alley is a lie"
		Jacqueline | After a moment, [the purple queen] turns to face you. And that’s when you should start to get really scared. She says: "Come here, come here! Join in! Join the ECTOCOMP 2019!"
		Knight_Otu says, "Ow."
		Jacqueline says, "The future Alley is made of cake."
		lkcampbell says, "yup"
		Jacqueline exclaims, "Thanks, everyone!"
		Jacqueline says, "See you next week, and all that."
		DavidW says, "Thanks all"
		MoyTravis says, "Same, thanks for driving, too."
		lkcampbell says, "cya"



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ClubFloyd Transcript:
TUNDRA by David Dyte
As played on ifMUD on May 30, 2021

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 TUNDRA written by David Dyte. Tundra is an unreleased game by David Dyte, which recently came to light. There is no IFDB page for it!

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, "Tundra is a good an idea as any, is where I'm at."
		Roger says, "Might not be suited for summertime play but oh wells"
		DavidW asks, "The one I uploaded a week or two ago and totally forgot about?"
		Knight_Otu says, "I mean, we played Mrs Claus in spring/summer as well."
DavidW says (to ClubFloyd), "load sleepmask tundra" 		
CF | 		
CF | 		
CF | 		
CF | Terence squinted weakly at young Matthew, kneeling at his bedside. 		
CF | "Our village is in grave danger, boy. The evil wizard from the north 		
CF | has summoned a great dragon, who even now threatens our very 		
CF | existence. You are our only remaining hope." 		
CF | 		
CF | Matthew paused for a long moment, then softly spoke. "But what can I 		
CF | do, wise one? I am but a puny champion to send against one so mighty. 		
CF | And I must stay here and help to care for you." 		
CF | 		
CF | "There are more than enough villagers to take care of me, Matthew. 		
CF | Someone must take care of this wizard..." 		
CF | 		
CF | But before he could finish, there was a blinding flash of light, a 		
CF | resounding thunderclap, and suddenly all was darkness. 		
CF | 		
CF | 		
CF | [Please press SPACE to begin.] 		Knight_Otu exclaims, "The chosen kid!"
		MoyTravis says, "Hey, past tense. I wonder if it's all past tense, or just the intro."
		DavidW says, "Dragons. Why did it have to be dragons."
		Roger says, "But thou must"
DavidW pushes the green 'space' button. 		
CF ] Snow Storm Alone 		
CF ] Comfortable 		
CF | 		
CF | 		
CF | 		
CF | It is dark and silent for a long time. But as the day grows colder 		
CF | coming into the evening, you wake to find yourself alone and 		
CF | abandoned, tent and firewood a distant memory. Is this your friends' 		
CF | idea of a practical joke? 		
CF | 		
CF | TUNDRA 		
CF | A Short Story of the Frozen Wastes 		
CF | Copyright (c) 1998 by David Dyte. 		
CF | Release 1 / Serial number 980127 / Inform v6.14 Library 6/7 		
CF | 		
CF | Snow Storm 		
CF | Snow lies thick on the ground and swirls through the air. You cannot 		
CF | see far in any direction. 		
CF | 		
CF | First time players may wish to try HELP. 		
CF | 		
CF | > 		MoyTravis says, "Nope it's present tense."
		Roger says, "I wish to try HELP"
DavidW says (to ClubFloyd), "help" 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] > How to play 		
CF ] The scoring system 		
CF ] Credits 		
CF ] About the author 		
CF | 		
DavidW presses the yellow enter button. 		
CF ] How to play 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = previous menu 		
CF ] 		
CF ] 		
CF ] > Going places 		
CF ] Handling items 		
CF ] Having a look around 		
CF ] Other things to try 		
CF ] Saving, restoring and configuring the game 		
CF | 		Roger says, "ooh, score"
DavidW presses the yellow enter button. 		
CF ] Going places 		
CF | 		
CF | 		
CF | Moving from room to room in most text games is a simple matter of 		
CF | choosing a direction, for instance GO SOUTHEAST. This can be 		
CF | abbreviated to SE. As well as the compass directions, UP and DOWN are 		
CF | available. You may also want to ENTER or FOLLOW an object. 		
CF | 		
CF | Sometimes you will see things you can climb onto or down from. Try 		
CF | CLIMB LADDER for instance, or JUMP ON HORSE, or JUMP OFF BED. EXIT and 		
CF | ENTER may work just as well, or GET ON and GET OFF. Mostly these 		
CF | actions will have the same effect, but sometimes they may not- be 		
CF | aware. 		
CF | 		
CF | [Please press SPACE.] 		DavidW says, "JUMP ON HORSE. HOP ON POP."
DavidW pushes the green 'space' button. 		
CF ] How to play 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = previous menu 		
CF ] 		
CF ] 		
CF ] > Going places 		
CF ] Handling items 		
CF ] Having a look around 		
CF ] Other things to try 		
CF ] Saving, restoring and configuring the game 		
CF | 		
DavidW says (to ClubFloyd), "q" 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] > How to play 		
CF ] The scoring system 		
CF ] Credits 		
CF ] About the author 		
CF | 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] > The scoring system 		
CF ] Credits 		
CF ] About the author 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] The scoring system 		
CF ] > Credits 		
CF ] About the author 		
DavidW presses the yellow enter button. 		
CF ] Credits 		
CF | 		
CF | 		
CF | Thanks to the following: G. Kevin Wilson, Dan Shiovitz, Andrew 		
CF | Plotkin, L. Ross Rasewski, Adam Cadre, and whoever else ends up 		
CF | testing this game. 		
CF | 		
CF | [Please press SPACE.] 		DavidW says, "That's one impressive tester list."
DavidW pushes the green 'space' button. 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] The scoring system 		
CF ] > Credits 		
CF ] About the author 		
CF | 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] The scoring system 		
CF ] Credits 		
CF ] > About the author 		
DavidW presses the yellow enter button. 		
CF ] About the author 		
CF | 		
CF | 		
CF | David Dyte was born in 1969 and lives in Melbourne, Australia. He has 		
CF | only rarely seen snow and wrote quite a bit of this game in 		
CF | temperatures above 40 degrees celsius. Previously, he wrote "A Bear's 		
CF | Night Out" which is available at the IF Archive at ftp.gmd.de. 		
CF | 		
CF | [Please press SPACE.] 		
DavidW pushes the green 'space' button. 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] The scoring system 		
CF ] Credits 		
CF ] > About the author 		
CF ] 		
CF | 		
DavidW says (to ClubFloyd), "p" 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] The scoring system 		
CF ] > Credits 		
CF ] About the author 		
CF ] 		
DavidW says (to ClubFloyd), "p" 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] > The scoring system 		
CF ] Credits 		
CF ] About the author 		
CF ] 		
DavidW presses the yellow enter button. 		
CF ] The scoring system 		
CF | 		
CF | 		
CF | Unlike many games, Tundra has no scoring system. Merely survival. The 		
CF | status line should give you some idea how you are progressing. 		
CF | Diagnose may also help. 		
CF | 		
CF | [Please press SPACE.] 		
DavidW pushes the green 'space' button. 		
CF ] Tundra - help menu 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] How to play 		
CF ] > The scoring system 		
CF ] Credits 		
CF ] About the author 		
CF | 		
DavidW says (to ClubFloyd), "q" 		
CF ] Snow Storm Alone 		
CF ] Comfortable 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Snow Storm 		
CF | Snow lies thick on the ground and swirls through the air. You cannot 		
CF | see far in any direction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Snow Storm Alone 		
CF ] Comfortable 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some brandy in a bottle (which is corked) 		
CF | your warm clothes (being worn) 		
CF | 		
CF | > 		Knight_Otu says, "So much for score."
		Roger says, "maybe we can score later when we're not alone"
DavidW says (to ClubFloyd), "listen" 		
CF ] Snow Storm Alone 		
CF ] Comfortable 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You hear little but the howling of the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig snow" 		
CF ] Snow Storm Alone 		
CF ] Comfortable 		
CF | 		
CF | > DIG SNOW 		
CF | 		
CF | Digging around in the snow, you find a backpack and a leather bound 		
CF | book. 		
CF | 		
CF | > 		Knight_Otu says, "And here I deliberately did not say "scoring"."
DavidW says (to ClubFloyd), "take all" 		
CF ] Snow Storm Alone 		
CF ] Comfortable 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | There are none at all available! 		
CF | 		
CF | > 		Roger says, "nice"
DavidW says (to ClubFloyd), "wear backpack" 		
CF ] Snow Storm Alone 		
CF ] Comfortable 		
CF | 		
CF | > WEAR BACKPACK 		
CF | 		
CF | You put on the backpack. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take book" 		
CF ] Snow Storm Not Alone? 		
CF ] Comfortable 		
CF | 		
CF | > TAKE BOOK 		
CF | 		
CF | You already have that. 		
CF | 		
CF | An eerie howl can be heard in the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read book" 		
CF ] Snow Storm Not Alone? 		
CF ] Comfortable 		
CF | 		
CF | > READ BOOK 		
CF | 		
CF | You skim the pages, learning more of the courageous deeds of young 		
CF | Matthew, guided by his mentor Terence into the lair of the great 		
CF | dragon Ho-Li. Perhaps you can consult the book about various problems 		
CF | Matthew faced. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "consult book about snow" 		
CF ] Snow Storm Not Alone? 		
CF ] Comfortable 		
CF | 		
CF | > CONSULT BOOK ABOUT SNOW 		
CF | 		
CF | Matthew rugged himself up as warmly as he could. He knew full well 		
CF | that he would need all his strength for the battle ahead, and giving 		
CF | his energy away to the cold would be foolish. 		
CF | 		
CF | > 		Roger says, "hmmm interesting conceit"
DavidW says (to ClubFloyd), "look in pack" 		
CF ] Snow Storm Not Alone? 		
CF ] Comfortable 		
CF | 		
CF | > LOOK IN PACK 		
CF | 		
CF | You can't see inside, since the backpack is closed. 		
CF | 		
CF | You hear the howl again- closer this time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open pack" 		
CF ] Snow Storm Not Alone? 		
CF ] Comfortable 		
CF | 		
CF | > OPEN PACK 		
CF | 		
CF | You open the backpack, revealing a plastic cup and a heavy stone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stone" 		
CF ] Snow Storm Not Alone? 		
CF ] Comfortable 		
CF | 		
CF | > X STONE 		
CF | 		
CF | A small, heavy lodestone, which was packed as a souvenir along with 		
CF | your leather bound copy of "The Apprentice and the Dragon." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "consult book about lodestone" 		
CF ] Snow Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > CONSULT BOOK ABOUT LODESTONE 		
CF | 		
CF | "This stone was supposed to be for luck!" 		
CF | 		
CF | Matthew wrenched at the rock, eventually dislodging it from the iron 		
CF | sword. Throwing it away a safe distance, he readied himself for 		
CF | battle. But the sword had rubbed the stone a little too much- it 		
CF | immediately crashed into his shield. 		
CF | 		
CF | A fine mess. 		
CF | 		
CF | A near white wolf hobbles sadly towards you through the storm, pausing 		
CF | at your feet. Before you can react, she limps away again, leaving a 		
CF | visible trail in the snow. 		
CF | 		
CF | > 		MoyTravis asks, "Are we actually Matthew or just a guy who has a book about Matthew?"
		Roger says, "ah, compass-building"
		Roger says, "I think we're Just a Guy"
		MoyTravis asks, "x me?"
DavidW says (to ClubFloyd), "x me" 		
CF ] Snow Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > X ME 		
CF | 		
CF | A dishevelled, fatigued, homesick young person with a sore head, 		
CF | surviving the cold quite comfortably. 		
CF | 		
CF | > 		Knight_Otu asks, "We probably want to follow that wolf?"
		DavidW says, "Should we f... yes, that"
DavidW says (to ClubFloyd), "follow wolf" 		
CF ] Snow Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > FOLLOW WOLF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trail" 		
CF ] Snow Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > X TRAIL 		
CF | 		
CF | A deep trail leading into the storm, fading slowly as the snow falls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "follow trail" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > FOLLOW TRAIL 		
CF | 		
CF | Perhaps this is a way out. You tramp along after the wolf, finding her 		
CF | eventually stopped near a tall tree. As you arrive, you look behind 		
CF | you, but snow has already covered the trail. 		
CF | 		
CF | Defying the Storm 		
CF | Snow lies thick on the ground and swirls through the air. You cannot 		
CF | see far in any direction. 		
CF | 		
CF | A tall tree stands here, defying the storm. High in its branches you 		
CF | can see a wolf cub. 		
CF | 		
CF | Kneeling in the snow is a near white wolf, staring sadly at her cub in 		
CF | the tall tree. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | The tree looks pretty intimidating. You think better of it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tree" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > X TREE 		
CF | 		
CF | The tree appears to be some sort of fir. It is swaying in the wind, 		
CF | but seems safe enough. In the branches of the tree you can see a wolf 		
CF | cub. 		
CF | 		
CF | The mother wolf licks at her paw, but recoils in pain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mother wolf" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > X MOTHER WOLF 		
CF | 		
CF | An almost white wolf, fully grown. She is favouring her front right 		
CF | paw, and limping as a result. She appears to be anxious about her cub, 		
CF | who is playing in the tall tree. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "consult book about tree" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > CONSULT BOOK ABOUT TREE 		
CF | 		
CF | Terence climbed up, and helped the young boy Matt down from the tree. 		
CF | "This, then, is the Lesson of the Tortoise: your kindness shall be 		
CF | repaid. Remember this always." 		
CF | 		
CF | > 		Roger says, "let's try Diagnosing a bunch of stuff"
DavidW says (to ClubFloyd), "diagnose wolf" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > DIAGNOSE WOLF 		
CF | 		
CF | Which do you mean, the wolf cub or the mother wolf? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "mother" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > MOTHER 		
CF | 		
CF | An almost white wolf, fully grown. She is favouring her front right 		
CF | paw, and limping as a result. She appears to be anxious about her cub, 		
CF | who is playing in the tall tree. 		
CF | 		
CF | The mother wolf stares at the tree, then her paw, and releases a blood 		
CF | curdling howl. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | The tree looks pretty intimidating. You think better of it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "consult book about wolf" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > CONSULT BOOK ABOUT WOLF 		
CF | 		
CF | Terence climbed up, and helped the young boy Matt down from the tree. 		
CF | "This, then, is the Lesson of the Tortoise: your kindness shall be 		
CF | repaid. Remember this always." 		
CF | 		
CF | The wolf cub glances at the ground briefly, but decides to stay put. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take cub" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > TAKE CUB 		
CF | 		
CF | The wolf cub is out of reach. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shake tree" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > SHAKE TREE 		
CF | 		
CF | The mother wolf stops you with a low growl. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "help mother" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > HELP MOTHER 		
CF | 		
CF | I only understood you as far as wanting to help. 		
CF | 		
CF | > 		Roger says, "On some levels I appreciate this level of terseness in a game"
		DavidW asks, "Do I need to drink liquid courage?"
DavidW says (to ClubFloyd), "drink brandy" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > DRINK BRANDY 		
CF | 		
CF | But the bottle is corked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open bottle" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > OPEN BOTTLE 		
CF | 		
CF | The cork comes out with a pop. 		
CF | 		
CF | The wolf cub climbs to a higher branch. 		
CF | 		
CF | > 		Roger says, "Worth a shot (heh)"
DavidW says (to ClubFloyd), "drink brandy" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > DRINK BRANDY 		
CF | 		
CF | You take a small nip of brandy. It seems to warm you up a little. Your 		
CF | sore head certainly feels better. 		
CF | 		
CF | The wolf cub glances at the ground briefly, but decides to stay put. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close bottle" 		
CF ] Defying the Storm Not Alone 		
CF ] Comfortable 		
CF | 		
CF | > CLOSE BOTTLE 		
CF | 		
CF | The cork slides gently into the neck of the bottle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] Defying the Storm Not Alone 		
CF ] (in the tall tree) Comfortable 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | That looks easy enough. You scamper up the tree. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take cub" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > TAKE CUB 		
CF | 		
CF | Carefully you hold out the backpack for the cub to step into. The wolf 		
CF | cub eagerly leaps into the backpack as the mother wolf notices and 		
CF | begins to howl loudly. Thinking better of starting a fight, you 		
CF | carefully climb down the tree. As you reach the ground, the cub jumps 		
CF | out and bounds over to his mother. First making sure her son is well, 		
CF | she looks towards you with a newfound trust. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x leg" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > X LEG 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Valuable lessons taught here."
DavidW says (to ClubFloyd), "heal mother" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > HEAL MOTHER 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet mother" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > PET MOTHER 		
CF | 		
CF | The mother wolf accepts your attention, and forgets about her paw for 		
CF | a brief moment. 		
CF | 		
CF | > 		Roger says, "'paw' maybe"
DavidW says (to ClubFloyd), "x paw" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > X PAW 		
CF | 		
CF | The mother wolf's paw is sore and swollen, with what seems to be the 		
CF | top of a sharp needle sticking out. 		
CF | 		
CF | The mother wolf looks expectantly at you. She moves towards you, but 		
CF | stops as her sore paw hits the ground, and whimpers slightly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take needle" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > TAKE NEEDLE 		
CF | 		
CF | The mother wolf allows you to touch the needle, but whimpers in pain 		
CF | and hides her paw as you do. 		
CF | 		
CF | > 		Roger asks, "maybe pour some brandy on it, or numb it with snow?"
		MoyTravis says, "Give brandy to the wolf."
DavidW says (to ClubFloyd), "open bottle" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > OPEN BOTTLE 		
CF | 		
CF | The cork comes out with a pop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give brandy to wolf" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > GIVE BRANDY TO WOLF 		
CF | 		
CF | Who do you mean, the wolf cub or the mother wolf? 		
CF | 		
CF | > 		Roger says, "Now it's a party"
DavidW says (to ClubFloyd), "mother" 		
CF ] Defying the Storm With Friends 		
CF ] Comfortable 		
CF | 		
CF | > MOTHER 		
CF | 		
CF | (first taking the brandy) 		
CF | That's something you can drink, not something you can carry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pour brandy on paw" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > POUR BRANDY ON PAW 		
CF | 		
CF | With trusting eyes, the mother wolf allows you to dab some brandy on 		
CF | her sore paw. This seems to dull the pain, and soon she pulls a needle 		
CF | out with her teeth, dropping it at your feet. Free to run once again, 		
CF | she bounds off into the storm, cub at her side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close bottle" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > CLOSE BOTTLE 		
CF | 		
CF | The cork slides gently into the neck of the bottle. 		
CF | 		
CF | > 		DavidW asks, "Now what?"
		Roger says, "take needle"
		Knight_Otu asks, "Examine the needle?"
DavidW says (to ClubFloyd), "take needle" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > TAKE NEEDLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > X IT 		
CF | 		
CF | A small steel needle. 		
CF | 		
CF | > 		DavidW asks, "oh. For a compass?"
		Roger says, "reckon so"
DavidW says (to ClubFloyd), "rub needle on lodestone" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > RUB NEEDLE ON LODESTONE 		
CF | 		
CF | (first taking the heavy stone) 		
CF | Gently stroking the needle and the lodestone against one another, you 		
CF | successfully recreate an old high school experiment. If memory serves, 		
CF | the needle is probably a magnet now. 		
CF | 		
CF | > 		Knight_Otu asks, "Where'd mama wolf step into that?"
DavidW says (to ClubFloyd), "fill cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > FILL CUP 		
CF | 		
CF | But there's no water here to carry. 		
CF | 		
CF | > 		Roger says, "down over by Contrivance Creek"
DavidW says (to ClubFloyd), "melt snow" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > MELT SNOW 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put snow in cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > PUT SNOW IN CUP 		
CF | 		
CF | You need to be holding the snow before you can put it into something 		
CF | else. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take snow" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > TAKE SNOW 		
CF | 		
CF | You amuse yourself briefly by making a snowball and throwing it into 		
CF | the storm. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > X CUP 		
CF | 		
CF | A standard plastic drinking cup. 		
CF | 		
CF | > 		Knight_Otu asks (of Roger), "Oh, of course. How could I not see that?"
DavidW says (to ClubFloyd), "consult book about compass" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > CONSULT BOOK ABOUT COMPASS 		
CF | 		
CF | All good adventurers have a compass. And now Matthew had one. It 		
CF | mattered not which direction he struck out in- he would be able to 		
CF | find his way home. 		
CF | 		
CF | > 		Roger says, "We might need the floaty bit first"
DavidW says (to ClubFloyd), "consult book about needle" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > CONSULT BOOK ABOUT NEEDLE 		
CF | 		
CF | "This stone was supposed to be for luck!" 		
CF | 		
CF | Matthew wrenched at the rock, eventually dislodging it from the iron 		
CF | sword. Throwing it away a safe distance, he readied himself for 		
CF | battle. But the sword had rubbed the stone a little too much- it 		
CF | immediately crashed into his shield. 		
CF | 		
CF | A fine mess. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x leaf" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > X LEAF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shake tree" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > SHAKE TREE 		
CF | 		
CF | Snow falls from the tree. Very festive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig snow" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > DIG SNOW 		
CF | 		
CF | You find nothing of interest buried in the snow. 		
CF | 		
CF | > 		Roger says, "maybe x-tree shows bark or acorns or something"
DavidW says (to ClubFloyd), "open bottle" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > OPEN BOTTLE 		
CF | 		
CF | The cork comes out with a pop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pour brandy in cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Comfortable 		
CF | 		
CF | > POUR BRANDY IN CUP 		
CF | 		
CF | This would be easier if you were holding the plastic cup. 		
CF | 		
CF | > 		Roger says, "Oh yeah the cork! Nice"
DavidW says (to ClubFloyd), "take cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > TAKE CUP 		
CF | 		
CF | (putting the bottle into the backpack to make room) 		
CF | You run the risk of spilling the brandy- better not. 		
CF | 		
CF | You are beginning to feel a little colder. 		
CF | 		
CF | > 		MoyTravis asks, "Oh no are we on a clock?"
DavidW says (to ClubFloyd), "pour brandy in cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > POUR BRANDY IN CUP 		
CF | 		
CF | This would be easier if you were holding the plastic cup. 		
CF | 		
CF | > 		Knight_Otu says, "That's fiddly."
		DavidW says, "I'm too tired for this nonsense"
		Roger says, "I can drive for a bit if you like"
		DavidW says, "please"
Roger says (to Floyd), "x cork" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > X CORK 		
CF | 		
CF | A plain, ordinary cork. 		
CF | 		
CF | > 		
Roger says (to floyd), "x needle" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > X NEEDLE 		
CF | 		
CF | A small steel needle. 		
CF | 		
CF | > 		
Roger says (to floyd), "put needle in cork" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > PUT NEEDLE IN CORK 		
CF | 		
CF | With a major effort you push the needle through the cork. 		
CF | 		
CF | > 		
Roger says (to floyd), "put needle in cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > PUT NEEDLE IN CUP 		
CF | 		
CF | You need to be holding the needle before you can put it in something 		
CF | else. 		
CF | 		
CF | > 		
Roger says (to floyd), "put cork in cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > PUT CORK IN CUP 		
CF | 		
CF | You put the cork into the plastic cup. 		
CF | 		
CF | > 		DavidW says, "maybe put cork in cup then take cup"
Roger says (to floyd), "take cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > TAKE CUP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Roger says (to floyd), "put snow in cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > PUT SNOW IN CUP 		
CF | 		
CF | You need to be holding the snow before you can put it into something 		
CF | else. 		
CF | 		
CF | > 		
Roger says (to floyd), "fill cup with snow" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > FILL CUP WITH SNOW 		
CF | 		
CF | I only understood you as far as wanting to fill the plastic cup. 		
CF | 		
CF | > 		DavidW says, "SNow wont work. use brandy"
Roger says (to floyd), "fill cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > FILL CUP 		
CF | 		
CF | But there's no water here to carry. 		
CF | 		
CF | > 		
Roger says (to floyd), "pour brandy in cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > POUR BRANDY IN CUP 		
CF | 		
CF | Carefully, you pour the brandy into the plastic cup. 		
CF | 		
CF | The needle seems to be pointing towards the heavy stone. 		
CF | 		
CF | > 		DavidW asks, "put stone in pack?"
		Roger says, "hmmm maybe; we might need to discard it"
Roger says (to floyd), "put stone in pack" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > PUT STONE IN PACK 		
CF | 		
CF | You put the heavy stone into the backpack. 		
CF | 		
CF | The needle seems to be pointing towards the backpack. 		
CF | 		
CF | > 		DavidW says, "damn"
Roger says (to floyd), "take stone" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > TAKE STONE 		
CF | 		
CF | Taken. 		
CF | 		
CF | The needle seems to be pointing towards the heavy stone. 		
CF | 		
CF | > 		
Roger says (to floyd), "drop stone" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > DROP STONE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Roger says (to floyd), "x cork" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > X CORK 		
CF | 		
CF | A plain, ordinary cork, floating in brandy, with a needle pushed 		
CF | through and pointing towards the heavy stone. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Defying the Storm 		
CF | Snow lies thick on the ground and swirls through the air. You cannot 		
CF | see far in any direction. 		
CF | 		
CF | A tall tree stands here, defying the storm. 		
CF | 		
CF | You can also see a heavy stone here. 		
CF | 		
CF | > 		
Roger says (to floyd), "drop cup" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > DROP CUP 		
CF | 		
CF | You run the risk of spilling the brandy- better not. 		
CF | 		
CF | > 		
Roger says (to floyd), "take stone" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > TAKE STONE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Roger says (to floyd), "throw stone" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > THROW STONE 		
CF | 		
CF | Summoning all your strength, you throw the heavy stone deep into the 		
CF | storm. 		
CF | 		
CF | The needle seems to be pointing north. 		
CF | 		
CF | > 		Roger says, "huzzah"
		MoyTravis says, "Hooray."
		Roger says, "but hrm which direction to proceed"
		DavidW says, "hopefully we find a cave or shack before freezing"
Roger says (to floyd), "N" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | MISSING HIKER FOUND SAFE- TWO ARRESTED 		
CF | 		
CF | A young hiker, who showed remarkable ingenuity in fashioning a 		
CF | home-made compass to escape a snow storm and locate help, was safely 		
CF | returned home yesterday evening after the harrowing ordeal. 		
CF | 		
CF | The adventurer's two camping companions were earlier arrested in 		
CF | connection with assault and poaching allegations. They had been 		
CF | negotiating sale of a rare Alaskan wolf to the San Diego Zoo when 		
CF | police were notified. Zoo authorities described the pair as "complete 		
CF | kunkels" in an official press release. 		
CF | 		
CF | 		
CF | *** You have won *** 		
CF | 		
CF | 		
CF | You scored no points as there were none to be scored. But you 		
CF | survived. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game or QUIT? 		
CF | > 		DavidW says, "Any. Go north."
		Roger says, "Well there we go"
		Roger says, "We learned an important lesson about... something..."
		Knight_Otu says, "Hey, that was quck."
		MoyTravis says, "Yay we didn't die."
		DavidW says, "yeah. I expected something much longer."
		Knight_Otu asks (of Roger), "Drink, then do stupid things?"
		MoyTravis says, "...what in the world is a "kunkel""
Roger says (to floyd), "undo" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Defying the Storm 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Roger says (to floyd), "drink brandy" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > DRINK BRANDY 		
CF | 		
CF | You've probably had enough already. 		
CF | 		
CF | > 		
Roger says (to floyd), "eat cork" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > EAT CORK 		
CF | 		
CF | (first taking the cork) 		
CF | Oddly, despite everything, you feel well fed. 		
CF | 		
CF | > 		
Roger says (to floyd), "upo" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > UPO 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Roger says (to floyd), "up" 		
CF ] Defying the Storm Alone Again 		
CF ] Cold 		
CF | 		
CF | > UP 		
CF | 		
CF | Sadly, you cannot fly. Otherwise, an excellent suggestion. 		
CF | 		
CF | > 		
Roger says (to floyd), "climb tree" 		
CF ] Defying the Storm Alone Again 		
CF ] (in the tall tree) Cold 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | That looks easy enough. You scamper up the tree. 		
CF | 		
CF | > 		MoyTravis says, "The Urban Dictionary entry for "kunkel" is "The practice of dating numerous coworkers within a short span of time." last updated in 2008."
		Knight_Otu asks, "I think Kunkel is a reference to a reviewer who had unfortunate ideas about IF?"
		Knight_Otu asks, "Or was that something else?"
		MoyTravis asks, "Oh well, sure all right then?"
		DavidW says, "yeah, I've heard of kunkel in other IF games, but I have no real idea what it means."
		Roger says, "We have enough time to play the other Tundra game, probably"
		DavidW says, "I think Sins of Mimesis has someone called the Kunkel."
		DavidW asks, "What other Tundra game?"
		Knight_Otu says, "I think there's an explanation in the Sins against Mimesis transcript, but I'm not digging it out now."
		Roger says, "Jacq was saying earlier that she ran across another game named Tundra that was also unreleased, I think. But if it's not handy, ennhh."
		Knight_Otu says (to Roger), "As I understand it, that other game isn't uploaded."
		Roger says, "That is probably the case."
		DavidW says, "I'm taking a bathroom break regardless."
		Roger says, "Among other games that might promise dragons, I notice Portcullis"
		MoyTravis says, "Down for anything, really."
		MoyTravis asks, "Portcullis is apparently in javascript though?"
		DavidW says, "back"
		Roger says, "It's on the list so it's here, somewhere, somehow"
		DavidW says, "yeah, Portcullis is JS but I do recommend people play it."
		DavidW says, "It's a Robin Johnson game."
		DavidW says, "It's basically set in the world of Zork without explicitly saying so."
		DavidW says, "I think I have to lie down. I'm almost falling over in my chair here. Didn't get enough sleep last night. My body wanted to toss and turn instead."
		Roger says, "okay let's wrap this early then"
		Roger exclaims, "Thanks everyone!"
		Knight_Otu says, "Yeah, get some rest, David."
		MoyTravis says, "Ah. That's unfortunate. Sleep, though."
		MoyTravis says, "Thanks, all."
		Roger says, "Sweet dreams of frigid limping wolves"
	



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ClubFloyd Transcript:
The Weight of a Soul by Chin Kee Yong
As played on ifMUD on June 6-20, 2021

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 Weight of a Soul written by Chin Kee Yong. The Weight of a Soul was released as part of the 2017 Spring Thing (Back Garden) and 2021 Spring Thing (Main Festival). In the latter, it won Best in Show, as well as awards for Best Endoscopy, Best NPCs, and Best Setting. 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, "So. Here we are. All dressed up with no game to play. (And no DW.)"
		MoyTravis says, "The Weight of a Soul is really good so far but I'd guess some of y'all have played it? Also it'd feel bad to start a long game without David."
		Roger says, "hmmm I don't think I have, but I can check"
		Jacqueline says, "I have not started it yet. I've heard good things."
		Knight_Otu says, "We haven't started Weight. I had suggested it before for the Club."
		Roger says, "I'll vote yes"
		Jacqueline says, "I'll go get it. One sec."
		DavidW says, "hi all. I'm only vaguely here."
		Roger says, "fair enough, DavidW"
		DavidW says, "I've been having sleepless nights for the last several days."
		Jacqueline says, "Hrm. I may not be up for this one this week. I am fine with you all playing it, though."
		Jacqueline says, "Just loaded the site, looking at the content warnings."
		Jacqueline says, "And this past week has been filled with hospital ICU for one family member, multiple surgeries for another, and a death."
		Jacqueline says, "But I will upload it for you all."
		DavidW says, "oh dear. Sorry to hear that."
		Jacqueline says, "Thanks. It's been rough."
		Knight_Otu says, "Oh man, many bad news around."
		MoyTravis says, "Oh. That's tough."
Jacqueline says (to ClubFloyd), "load sleepmask weightofasoul2021" 		
CF ] 		
CF | 		
CF | 		
CF | Too fast. It all happened too fast. 		Jacqueline says, "There you go. Someone press space, I guess."
Knight_Otu pushes the green 'space' button. 		
CF | Too fast. It all happened too fast. 		
CF | 		
CF | He was healthy not a day before, or so he said when he stumbled into 		
CF | the clinic just minutes ago. You should have seen the signs -- the 		
CF | shivers, the black stains around his eyes -- but the shadows were long 		
CF | in the hour of night, and in the darkness you couldn't see, you 		
CF | couldn't see... 		
Knight_Otu pushes the green 'space' button. 		
CF | couldn't see... 		
CF | 		
CF | The vomiting came first, then the weakness of the knees -- you barely 		
CF | caught him as he keeled over you -- Doctor Cavala seized him before 		
CF | you were crushed by his weight. "The surgery room!" she shouted, and 		
CF | together you half-carried half-dragged the goblin to the gurney and 		
CF | strapped him down. You hid behind the protection of your surgical 		
CF | mask, adjusted the lights as you had been drilled. Thoughts flitted 		
CF | across your mind -- flitted -- flitting -- 		
Knight_Otu pushes the green 'space' button. 		
CF | across your mind -- flitted -- flitting -- 		
CF | 		
CF | "I've never operated on a goblin before," you say, trying to conceal 		
CF | the panic in your voice. "I did, in a way, on the Collegiate cadavers, 		
CF | but --" 		
Knight_Otu pushes the green 'space' button. 		
CF | but --" 		
CF | 		
CF | "Steady, girl." Doctor Cavala snaps on her gloves and squeezes your 		
CF | shoulder. "Remember your training. I need your help. Are you with me?" 		
Jacqueline 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 pushes the green 'space' button. 		
CF | shoulder. "Remember your training. I need your help. Are you with me?" 		
CF | 		
CF | You take a deep breath. "I'm with you, Doctor." 		
Knight_Otu pushes the green 'space' button. 		
CF | You take a deep breath. "I'm with you, Doctor." 		
CF | 		
CF | "Good." She nods. "Try to keep up." 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | T H E 		
CF | 		
CF | 		
CF | W E I G H T 		
CF | 		
CF | 		
CF | O F 		
CF | 		
CF | 		
CF | A 		
CF | 		
CF | 		
CF | S O U L 		
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | 		
CF | 		
CF | The Weight of a Soul 		
CF | A study of the ars vitalis by Chin Kee Yong 		
CF | Release 44885 / Serial number 210411 / Inform 7 build 6M62 (I6/v6.33 		
CF | lib 6/12N) SD 		
CF | Thank you for playing the Spring Thing 2021 release of The Weight 		
CF | of a Soul! 		
CF | For more information, visit 		
CF | [LINK] 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thrown into sharp focus by 		
CF | hovering surgical lamps. Shelves of vials and medical supplies crowd 		
CF | around you, leaving little room to misstep. A shimmering calomel 		
CF | curtain frames the exit to the south. 		
CF | 		
CF | The patient, Reden -- he shudders against his straps on the gurney, 		
CF | black blood streaming from his eyes and mouth, even as Doctor Cavala 		
CF | fights to isolate the infection. 		
CF | 		
CF | "Eyes sharp, Marid," she says. "I'm going to need your help in a 		
CF | moment." 		
CF | 		
CF | "Got it," you reply. 		
CF | 		
CF | (Type >c for a list of commands. For more information, type 		
CF | >help.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] List of Commands 		
CF | A list of important commands 		
CF | (You can type >commands or >c to bring up this page at 		
CF | any time.) 		
CF | 		
CF | >look 		
CF | Look around and get a description of your surroundings. The command 		
CF | "look" can be shortened to "l" or simply a blank command. 		
CF | 		
CF | >examine (something) 		
CF | Examine something for a more detailed description. You can examine 		
CF | practically anything, including yourself. The command "examine" can be 		
CF | shortened to "x" or simply typing the name of the object. 		
CF | 		
CF | >inventory 		
CF | Check the items you're wearing or carrying. The command "inventory" 		
CF | can be shortened to "i". 		
CF | 		
CF | >talk to (someone) 		
CF | Begin a dialogue with someone. The command "talk to" can be shortened 		
CF | to "t". 		
CF | 		
CF | >go (direction) 		
CF | Travel to a new location in the world. The directions are each of the 		
CF | eight compass directions, plus up, down, in, and out. "North" can be 		
CF | abbreviated to "n", "northwest" can be abbreviated to "nw", and so on. 		
CF | You can also omit the command "go" and just type a direction to go in. 		
CF | 		
CF | >enter (something) 		
CF | Enter something that you can fit into, such as a door, bed, or hiding 		
CF | place. 		
CF | 		
CF | >cut (something) 		
CF | Cut something with your scalpel. 		
CF | 		
CF | >take/drop (something) 		
CF | >open/close (something) 		
CF | >push/pull/turn (something) 		
CF | >put (something) on/in (something else) 		
CF | These commands can be used to manipulate items and the world around 		
CF | you. 		
CF | 		
CF | >help 		
CF | >commands 		
CF | >journal 		
CF | >characters 		
CF | >map 		
CF | >places 		
CF | >hints 		
CF | Open the help menu, or quickly check one of its pages. "Commands" can 		
CF | be shortened to "c", "journal" can be shortened to "j", "characters" 		
CF | can be shortened to "ch", "map" can be shortened to "m", and "places" 		
CF | can be shortened to "p". 		
CF | 		
CF | >undo 		
CF | Take back your last command, rewinding the game to an earlier state. 		
CF | 		
CF | >save 		
CF | >restore 		
CF | >quit 		
CF | Create or restore a saved game, or exit the game once you're done 		
CF | playing. 		
CF | 		
CF | The game recognizes a good deal of synonyms and miscellaneous commands 		
CF | not listed here. Feel free to experiment. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Roger says, "okay then"
		Knight_Otu says, "We're thrown right into the surgery."
		DavidW says, "yes"
		lkcampbell says, "Don't see any unusual commands in there"
		DavidW says, "We played an introcomp version of this before, I think."
		Knight_Otu says, "Well, the journal commands are nonstandard."
		lkcampbell says, "except places"
		lkcampbell says, "oh yeah, all those at the end"
		DavidW says, "Journal and map as well."
		Knight_Otu says, "I'm not sure we did, but maybe."
		MoyTravis says, "The map is cool but I'm confident CF won't be able to show it. It brings up a picture."
		Knight_Otu says, "Yeah, a picture won't work here."
		lkcampbell says, "communication is via talk to"
		DavidW says, "I vaguely remember a bit where a woman will be poisoning birds."
		Knight_Otu says, "Always the poisoning of birds."
		Knight_Otu says, "Well, not always."
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thrown into sharp focus by 		
CF | hovering surgical lamps. Shelves of vials and medical supplies crowd 		
CF | around you, leaving little room to misstep. A shimmering calomel 		
CF | curtain frames the exit to the south. 		
CF | 		
CF | The patient shudders against his straps on the gurney, black blood 		
CF | streaming from his eyes and mouth, even as Doctor Cavala fights to 		
CF | isolate the infection. 		
CF | 		
CF | "Eyes sharp, Marid," she says. "I'm going to need your help in a 		
CF | moment." 		
CF | 		
CF | "Got it," you reply. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x cavala" 		
CF ] Surgery Room 		
CF | > 		
CF | > X CAVALA 		
CF | 		
CF | You came to know Doctor Cavala when she served with Lumina's 		
CF | volunteers during the troubles. Her clinic was your first choice for 		
CF | apprenticeship when you graduated. Since then you've watched her drag 		
CF | more than a few souls kicking from the brink of death -- and they 		
CF | won't be the last, not if she has anything to say about it. 		
CF | 		
CF | Doctor Cavala is a dark-skinned surgeon in her early forties, sharp 		
CF | and regal of bearing. She circles the gurney with increasing 		
CF | agitation, doing all she can to keep her patient alive. 		
CF | 		
CF | A convulsion -- Doctor Cavala takes a step back as the gurney creaks. 		
CF | "We need to sedate the patient," she says, "or we'll never get 		
CF | anything done. Marid, get the soporific from the shelves. I'm going to 		
CF | take a look at his eyes..." 		
CF | 		
CF | You glance up at the shelves ringing the surgery room. 		
CF | 		
CF | > 		DavidW asks, ">get soporific ?"
		DavidW asks, "Or > x shelves ?"
lkcampbell says (to ClubFloyd), "x shelves" 		
CF ] Surgery Room 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | Nestled among the medical supplies, you spy an inhaler labeled aer 		
CF | vivificans and an inhaler labeled aer soporifer. 		
CF | 		
CF | "...massive internal bleeding..." she mutters. 		
CF | 		
CF | > 		Knight_Otu says, "I was waiting to see if lkcampell wanted to drive."
		lkcampbell says, "doesn't matter to me"
		Knight_Otu says, "Hm, I'm getting some lag."
		Knight_Otu says, "Not constant, but on occasion."
		lkcampbell asks, "you all think we need a driver?"
		Knight_Otu says, "This feels time-critical here."
		lkcampbell says, "gotcha, okay I can take the first emergency anyway :)"
		DavidW says, "I'm not sure if this game is forgiving or not, but this is media res at the start of the game. It's probably forgiving *now*."
lkcampbell says (to ClubFloyd), "take aer soporifer" 		
CF | > 		
CF | > TAKE AER SOPORIFER 		
CF | 		
CF | You tiptoe -- grab the inhaler -- press the device into Doctor 		
CF | Cavala's waiting palm. She shakes it experimentally and nods at you 		
CF | before raising the inhaler to Reden's lips with a hiss... 		
CF | 		
CF | The goblin's pupils begin to dilate. "Easy now," Doctor Cavala mutters 		
CF | -- 		
lkcampbell says (to ClubFloyd), "x goblin" 		
CF ] Surgery Room 		
CF | --His head bucks violently. Doctor Cavala drops the inhaler and the 		
CF | bulb shatters all over the floor. "Primes!" she hisses. "Marid, can 		
CF | you get me another dose?" 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "take aer soporifer" 		
CF ] Surgery Room 		
CF | > 		
CF | > TAKE AER SOPORIFER 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | (Type >look or a blank command to examine your surroundings.) 		
CF | 		
CF | > 		lkcampbell says, "oops"
lkcampbell says (to ClubFloyd), "x shelves" 		
CF ] Surgery Room 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | You spy nothing useful on the shelves, well-stocked though they are. 		
CF | 		
CF | "That was the last one," you yell back, trying not to breathe in any 		
CF | of the fumes. 		
CF | 		
CF | "Fine!" Doctor Cavala says. "We'll do this without anaesthetic, one 		
CF | way or another." She squints at Reden's body. "Marid, get me the 		
CF | stethoscope." 		
CF | 		
CF | "Where is it?" 		
CF | 		
CF | Doctor Cavala's answer is drowned out by another round of coughing 		
CF | from the patient. 		
CF | 		
CF | > 		Knight_Otu says, "Well-stocked, except for what we need. Inconvenient."
		DavidW says, "I think you need to >look"
		DavidW says, "There'll be a supplies gurney or something."
		lkcampbell says, "next I will have to get that head strappy thing with the reflective metal circle...whatever that is called"
lkcampbell says (to ClubFloyd), "look" 		
CF ] Surgery Room 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thrown into sharp focus by 		
CF | hovering surgical lamps. Shelves of vials and medical supplies crowd 		
CF | around you, leaving little room to misstep. A shimmering calomel 		
CF | curtain frames the exit to the south. 		
CF | 		
CF | The patient shudders against his straps on the gurney, black blood 		
CF | streaming from his eyes and mouth, even as Doctor Cavala fights to 		
CF | isolate the infection. 		
CF | 		
CF | "Doctor, I don't know where the stethoscope is." 		
CF | 		
CF | "The gurney, the gurney!" she snaps. "There. Hanging from the side. I 		
CF | can't reach it from here." 		
CF | 		
CF | > 		DavidW says, "shinydiscoscope"
lkcampbell says (to ClubFloyd), "x gurney" 		
CF ] Surgery Room 		
CF | > 		
CF | > X GURNEY 		
CF | 		
CF | You look behind the gurney and there it is -- a stethoscope reclining 		
CF | snakelike on its hook. 		
CF | 		
CF | Doctor Cavala looks up from her work, irritated. "Have you found it 		
CF | yet?" 		
CF | 		
CF | "I found it," you reply. 		
CF | 		
CF | "Good," she says, "give it to me." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "give stethoscope to cavala" 		
CF ] Surgery Room 		
CF | > 		
CF | > GIVE STETHOSCOPE TO CAVALA 		
CF | 		
CF | (first taking the stethoscope) 		
CF | You carefully unwind the stethoscope and toss it to Doctor Cavala, who 		
CF | catches it with a practiced hand. 		
CF | 		
CF | "Took you long enough." 		
CF | 		
CF | "But it was --" you protest. 		
CF | 		
CF | "Hush." Doctor Cavala pushes the device against Reden's chest and 		
CF | lowers her ear to the ausculting dish. "I'm trying to listen." 		
CF | 		
CF | > 		lkcampbell exclaims, "any self respecting doctor carries their stethoscope around their necks, Missy!"
		Roger says, "Might be more like a pinard horn"
		MoyTravis asks, "Wait?"
lkcampbell says (to ClubFloyd), "z" 		
CF | > 		
CF | > Z 		
CF | 		
CF | Blood continues to run down the goblin's lips, and you hurry over to 		
CF | dab it away before it touches Doctor Cavala's face. At last she rises, 		
CF | her face grim. 		
CF | 		
CF | "What did you hear, Doctor?" you ask. 		
CF | 		
CF | "Nothing good," she replies. "I fear we may be too late -- but there 		
CF | is one last thing we can try." 		Knight_Otu says, "It is a magical world, but it sounds like a stethoscope we would have."
		MoyTravis asks, "Doctor's instruments are basically magic right?"
lkcampbell says (to ClubFloyd), "z" 		
CF | is one last thing we can try."She pauses. "Have you ever heard of the 		
CF | breath of catholicon?" 		Knight_Otu says, "If only."
lkcampbell says (to ClubFloyd), "no" 		
CF ] Surgery Room 		
CF | breath of catholicon?"You frown. "I thought that was a myth." 		
CF | 		
CF | "Check the shelves again," Doctor Cavala commands, turning back to her 		
CF | ailing patient. "And be quick about it." 		
CF | 		
CF | > 		Roger says, "it might just be mundane stuff with magical names"
lkcampbell says (to ClubFloyd), "x shelves" 		
CF ] Surgery Room 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | The breath of catholicon -- could it really be here, hidden among this 		
CF | detritus? You glance across the crowded supplies, but nothing catches 		
CF | your eye, not yet... 		
CF | 		
CF | "What would such a thing even look like?" you protest. 		
CF | 		
CF | Doctor Cavala moves as if to speak -- but then there is another 		
CF | coughing fit from Reden, and she curses and adjusts the straps. You 		
CF | shake your head and turn back to the shelves. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "search shelves" 		
CF ] Surgery Room 		
CF | > 		
CF | > SEARCH SHELVES 		
CF | 		
CF | Curatives, laxatives, poisons, panaceas, blades of every shape and 		
CF | size... no. None of them... 		
CF | 		
CF | "It's in an inhaler," she says finally. "Labeled in the old language. 		
CF | It cost me a great deal to acquire." 		
CF | 		
CF | There is no mirth in her voice, and for a moment you are at a loss for 		
CF | words. 		
CF | 		
CF | > 		MoyTravis says, "I mean the patient's a goblin."
		MoyTravis says, "Unless this narrator is just VERY judgy."
		lkcampbell says, "they really like inhalers"
		DavidW says, "maybe that aer vivi-whatever we first saw."
		lkcampbell says, "hold a sec, scrolling to find the name"
		DavidW says, "aer vivificans"
lkcampbell says (to ClubFloyd), "take aer vivificans" 		
CF ] Surgery Room 		
CF | > 		
CF | > TAKE AER VIVIFICANS 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		Knight_Otu says, "Unless things changed, my understanding is that this game is set in a world the author also used for two custom MtG sets."
lkcampbell says (to ClubFloyd), "search shelves" 		
CF ] Surgery Room 		
CF | > 		
CF | > SEARCH SHELVES 		
CF | 		
CF | Rows and rows of strange tools, tubes, vials, beakers, inhalers... 		
CF | inhalers? 		
CF | 		
CF | There is another convulsion from the patient, but with less vigor than 		
CF | before. Much less. 		
CF | 		
CF | "He's falling apart," Doctor Cavala says in a low voice. "Don't 		
CF | hesitate, Marid. Get me the catholicon." 		
CF | 		
CF | > 		DavidW asks, "I guess you need to >x inhaler first?"
lkcampbell says (to ClubFloyd), "x inhaler" 		
CF ] Surgery Room 		
CF | > 		
CF | > X INHALER 		
CF | 		
CF | You blink. 		
CF | 		
CF | Nestled among the medical supplies, you spy an inhaler labeled 		
CF | halitus catholiconis. 		
CF | 		
CF | Distantly you hear Reden's ragged breathing. 		
CF | 		
CF | > 		DavidW says, "oh. That's new."
lkcampbell says (to ClubFloyd), "take halitus catholiconis" 		
CF | > 		
CF | > TAKE HALITUS CATHOLICONIS 		
CF | 		
CF | The halitus whirls within its glass cage as you lower it from the 		
CF | shelves; it billows as Doctor Cavala bears the inhaler to Reden's 		
CF | bloodsoaked lips. She breaks the seal, and in the bulb it spirals 		
CF | round and round in the dance of exhalation -- 		
lkcampbell says (to ClubFloyd), "z" 		
CF | round and round in the dance of exhalation --And it is within him. 		
lkcampbell says (to ClubFloyd), "z" 		
CF | round and round in the dance of exhalation --And it is within him.His 		
CF | breath is stolen away. His irises flare with the light of catharsis. 		
CF | He flails against the gurney straps as though puppeted by invisible 		
CF | hands. 		
lkcampbell says (to ClubFloyd), "z" 		
CF ] Surgery Room 		
CF | hands."Doctor Cavala?" you ask. You look to her, and her eyes are as 		
CF | wide as yours. 		
CF | 		
CF | > 		MoyTravis asks, "I think it wants space, not Z?"
		DavidW says, "yeah"
		DavidW says, "But you can do a command now."
		lkcampbell asks, "how do you do space?"
lkcampbell says (to ClubFloyd), "x goblin" 		
CF | > 		
CF | > X GOBLIN 		
CF | 		
CF | Hold-- 		
CF | 		
CF | There is a sudden quiet, a moment when the surgical lights flicker and 		
CF | time itself seems to slow. For an instant something brilliant swims at 		
CF | the edges of your vision. 		says, "It's 'push space', but here in the room, not a command to CF."
lkcampbell pushes the green 'space' button. 		
CF | the edges of your vision.Reden's eyes close. 		
lkcampbell pushes the green 'space' button. 		
CF | the edges of your vision.Reden's eyes close.The moment passes. Doctor 		
CF | Cavala seizes him, shouting, but the goblin is unresponsive. She 		
CF | checks his pulse. She produces a needle, lines up an injection -- the 		
CF | needle withdraws empty, stained with foul black effluvium. But he does 		
CF | not awaken. 		
lkcampbell pushes the green 'space' button. 		
CF | not awaken.Seconds pass. A minute. Finally she stands, silent, her 		
CF | breathing level. She takes off her mask and sets it on the operating 		
CF | table with an air of grim finality. 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room Talking to Doctor Cavala 		
CF | table with an air of grim finality.(To continue, choose a response 		
CF | from the list by typing the corresponding number.) 		
CF | 		
CF | 1) "Damn it." 		
CF | 2) "I'm sorry." 		
CF | 3) <Take off your surgical mask.> 		
CF | 		
CF | > 		Knight_Otu says, "Well, we lost our first patient."
		MoyTravis says, "The game's liberal usage of "press any key" doesn't seem to be playing very well with CF."
		lkcampbell asks, "suggestions on conversation?"
		Roger says, "It might calm down on that front eventually"
		DavidW says (to Moy), "That sometimes happens, yes."
		Roger says, "As a Canadian, I need to vote 2"
lkcampbell says (to ClubFloyd), "2" 		
CF ] Surgery Room Talking to Doctor Cavala 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I'm sorry." Your voice is a whisper. 		
CF | 		
CF | Doctor Cavala shakes her head. "Don't apologize, Marid. We did all we 		
CF | could. But it's out of our hands now." 		
CF | 		
CF | 1) <Take off your surgical mask.> 		
CF | 2) "If only..." 		
CF | 3) "The catholicon -- what was that?" 		
CF | 4) "At the moment he died, I had a strange vision..." 		
CF | 5) "What happens next?" 		
CF | 		
CF | > 		DavidW says (to Roger), "yay"
		lkcampbell asks, "if we take off our mask, do we get the COVID?"
		Knight_Otu says, "I'm fine with three or four here."
		DavidW says, "No, we're the hero of the story."
lkcampbell says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "The catholicon --" 		
CF | 		
CF | You glance at Reden, half expecting to see white fire in his eyes, and 		
CF | suppress a shudder. 		
CF | 		
CF | "The catholicon, Doctor. What was that?" 		
lkcampbell pushes the green 'space' button. 		
CF | "The catholicon, Doctor. What was that?"Doctor Cavala takes 		
CF | the empty inhaler out of her pocket. She looks pensively into the 		
CF | glass, and holds it up to the light where it shines. 		
lkcampbell pushes the green 'space' button. 		
CF | glass, and holds it up to the light where it shines."The 		
CF | catharsis," she says quietly. "The purging of the soul. It is 		
CF | the most destructive of all remedies, and the most irreversible once 		
CF | administered. But remember this, Marid: sometimes a thing must be 		
CF | destroyed before it can be built anew." 		Roger asks, "is Reden the patient?"
		Knight_Otu says, "Being the hero of one's own story doesn't make one invincible."
		MoyTravis says, "Yeah."
lkcampbell pushes the green 'space' button. 		
CF | destroyed before it can be built anew."She turns to regard the body on 		
CF | the gurney, so frail and gentle in death, and sighs. 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room Talking to Doctor Cavala 		
CF | the gurney, so frail and gentle in death, and sighs."It was his only 		
CF | chance," she says. "He was probably going to die either way. But... 		
CF | I'm sorry you had to see that, Marid. I really am." 		
CF | 		
CF | 1) <Take off your surgical mask.> 		
CF | 2) "If only..." 		
CF | 3) "At the moment he died, I had a strange vision..." 		
CF | 4) "What happens next?" 		
CF | 		
CF | > 		lkcampbell asks, "3?"
		DavidW says, "yeah"
		Knight_Otu says, "Sure."
lkcampbell says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "At the moment he died, I had a strange vision. It was... it was..." 		
CF | 		
CF | You try to recall the strange sensation you experienced, but it 		
CF | fragments and swims away, and lingers at the edge of your 		
CF | consciousness where you can find no purchase. What words could 		
CF | describe that weightless moment? 		
lkcampbell pushes the green 'space' button. 		
CF | describe that weightless moment?"It was..." you flounder, "it was..." 		
lkcampbell pushes the green 'space' button. 		
CF | describe that weightless moment?"It was..." you flounder, "it 		
CF | was..."Doctor Cavala watches you intently. 		
lkcampbell pushes the green 'space' button. 		
CF | was..."Doctor Cavala watches you intently."Strange sights are not 		
CF | uncommon at the moment of death, Marid. Especially when the animus 		
CF | escapes untethered. You studied such reactions in the Physicians' 		
CF | College, did you not?" 		
lkcampbell pushes the green 'space' button. 		
CF | College, did you not?""This was different," you insist. 		
lkcampbell pushes the green 'space' button. 		
CF | College, did you not?""This was different," you insist."It's been a 		
CF | long day," she replies. "Take a moment to collect your thoughts. Talk 		
CF | to me again tomorrow when you are certain." 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room Talking to Doctor Cavala 		
CF | to me again tomorrow when you are certain."You lower your eyes. "Yes, 		
CF | Doctor." 		
CF | 		
CF | 1) <Take off your surgical mask.> 		
CF | 2) "If only..." 		
CF | 3) "What happens next?" 		
CF | 		
CF | > 		lkcampbell says, "I'm guessing taking off the mask is the "exit dialog" choice"
		Knight_Otu says, "It might be."
		lkcampbell asks, "2 or 3?"
		Knight_Otu says, "3 I guess."
lkcampbell says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "What happens next?" 		
CF | 		
CF | "You can begin by taking off your mask," she reminds you. "We won't be 		
CF | operating on a cadaver any time soon." 		
CF | 		
CF | You sigh and pull off your mask. "But what happens next?" 		
lkcampbell pushes the green 'space' button. 		
CF | You sigh and pull off your mask. "But what happens next?""It's a 		
CF | unique situation, to be sure." Doctor Cavala takes the mask from you 		
CF | and begins to pace around the gurney. "For any other disease, our 		
CF | course would be straightforward. Log the death. Inform the family. 		
CF | Check for symptoms. Do our best to contain the contagion. Easier said 		
CF | than done, but at least it would be straightforward. 		
lkcampbell pushes the green 'space' button. 		
CF | than done, but at least it would be straightforward."Now Reden has 		
CF | died of an illness I can't identify. And I've seen a lot of illnesses, 		
CF | Marid." She studies her gloved hands, stained black with blood. "In 		
CF | the morning I will reference the Alchemical Library of Fluids 		
CF | and contact my colleagues for help... but we must be prepared for the 		
CF | possibility that we are dealing with an unknown affliction. 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room Talking to Doctor Cavala 		
CF | possibility that we are dealing with an unknown affliction."For now, 		
CF | we proceed with caution." She gives you a curt nod. "After you clean 		
CF | up the surgery room, Marid, you may retire for the night. You've been 		
CF | a good assistant. As for myself... I will begin on the paperwork, and 		
CF | on the task of moving the body to the mortuary." 		
CF | 		
CF | 1) "Yes, Doctor." 		
CF | 2) "Can I help?" 		
CF | 		
CF | > 		lkcampbell asks, "2?"
		Knight_Otu says, "Sure."
lkcampbell says (to ClubFloyd), "2" 		
CF ] Surgery Room Talking to Doctor Cavala 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Can I help?" you ask. 		
CF | 		
CF | Doctor Cavala smiles and shakes her head. "I appreciate the sentiment, 		
CF | Marid, but you've seen and done more than enough for one night. Take 		
CF | my advice and get some rest. You'll need it for tomorrow." 		
CF | 		
CF | 1) "Yes, Doctor." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Surgery Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Yes, Doctor." 		
CF | 		
CF | "See that it's done." 		
CF | 		
CF | Doctor Cavala hands her tools to you and leaves to dispose of the 		
CF | soiled surgical masks. The next half hour is spent in simple work: the 		
CF | comforting tedium of cleaning, sterilizing, organizing. Soon the 		
CF | surgery room is pristine and unblemished. 		
CF | 		
CF | You wash your hands, switch off the lamps, and look to the calomel 		
CF | curtain to the south. It's time to go home. 		
CF | 		
CF | > 		lkcampbell says, "okay, I was wrong, dialog is exited by eliminating all possibilities, at least in this conversation."
lkcampbell says (to ClubFloyd), "l" 		
CF ] Surgery Room 		
CF | > 		
CF | > L 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thick with quiet shadows. 		
CF | Shelves of vials and medical supplies crowd around you, leaving little 		
CF | room to misstep. A shimmering calomel curtain frames the exit to the 		
CF | south. 		
CF | 		
CF | Reden lies on the gurney, lifeless and still. 		
CF | 		
CF | > 		Knight_Otu says, "We may now have time to take inventory and all that."
lkcampbell says (to ClubFloyd), "i" 		
CF ] Surgery Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are 		
CF | your practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x jacket" 		
CF ] Surgery Room 		
CF | > 		
CF | > X JACKET 		
CF | 		
CF | A utilitarian white garment, lined and sealed with alchemical sigils 		
CF | against contamination. It effectively shields its wearer against most 		
CF | communicable diseases. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x clothes" 		
CF ] Surgery Room 		
CF | > 		
CF | > X CLOTHES 		
CF | 		
CF | Simple garb, but it keeps the wind and moisture out. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x animus" 		
CF | > 		
CF | > X ANIMUS 		
CF | 		
CF | Images tumble unbidden from memory -- 		Knight_Otu says, "Hey, game, we could use a few billion of those."
lkcampbell pushes the green 'space' button. 		
CF | Images tumble unbidden from memory ---- flames, licking at the 		
CF | beams, melting glass, engulfing the silhouette of your father. "Marid, 		
CF | go!" he screamed, hoarse from the fumes, and you ran, ran, cheeks 		
CF | stained with tears -- 		
lkcampbell pushes the green 'space' button. 		
CF | stained with tears ---- turned to you, and her golden eyes 		
CF | were haunted. "I'm sorry, Marid," she said, her voice cracking. "I 		
CF | couldn't save him. I'm so sorry --" 		
lkcampbell pushes the green 'space' button. 		
CF | couldn't save him. I'm so sorry --""-- no promises," the 		
CF | animologist said, his brow knitted. "If indeed your father died there, 		
CF | we can bind the residual energies to an animus stone, residual, you 		
CF | understand; there's no telling --" 		
lkcampbell pushes the green 'space' button. 		
CF | understand; there's no telling --"-- flaring light, and you 		
CF | reached out and mouthed the word -- 		
lkcampbell pushes the green 'space' button. 		
CF | reached out and mouthed the word --Father. 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | reached out and mouthed the word --Father.You shake your head to 		
CF | clear your thoughts. The past belongs in the past. What matters is 		
CF | that he is with you now, in this pendant. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "i" 		
CF ] Surgery Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are 		
CF | your practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x badge" 		
CF ] Surgery Room 		
CF | > 		
CF | > X BADGE 		
CF | 		
CF | This burnished badge bears the symbol of a snake coiling around a 		
CF | staff, certifying you as a qualified apprentice of the ars 		
CF | vitalis. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x scapel" 		
CF ] Surgery Room 		
CF | > 		
CF | > X SCAPEL 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "oops scalpel" 		
CF ] Surgery Room 		
CF | > 		
CF | > OOPS SCALPEL 		
CF | 		
CF | This elegant blade was a graduation gift from the Physicians' College. 		
CF | It measures just over twenty centimeters long, and holds a finely 		
CF | graduated orichalcum edge. 		
CF | 		
CF | > 		DavidW says, "oo, orichalcum"
		Roger asks, "want to see what >JOURNAL does?"
lkcampbell says (to ClubFloyd), "journal" 		
CF ] Journal 		
CF | Third of Aquaria, Auritum IV 		
CF | 		
CF | I'm tired. I'm so tired. 		
CF | 		
CF | I'm sorry, Reden. I hope your animus rests in peace. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Go home and get some sleep 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | - I'm in the mood for a drink... 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thick with quiet shadows. 		
CF | Shelves of vials and medical supplies crowd around you, leaving little 		
CF | room to misstep. A shimmering calomel curtain frames the exit to the 		
CF | south. 		
CF | 		
CF | Reden lies on the gurney, lifeless and still. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "i" 		
CF ] Surgery Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are 		
CF | your practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x purse" 		
CF ] Surgery Room 		
CF | > 		
CF | > X PURSE 		
CF | 		
CF | You don't carry much money with you. Just enough to buy food and other 		
CF | necessities. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x money" 		
CF ] Surgery Room 		
CF | > 		
CF | > X MONEY 		
CF | 		
CF | You don't carry much money with you. Just enough to buy food and other 		
CF | necessities. 		
CF | 		
CF | > 		DavidW says, "Journal sounds helpful. Like a TODO list and diary that self-updates."
		lkcampbell says, "yup"
lkcampbell says (to ClubFloyd), "x cloth" 		
CF ] Surgery Room 		
CF | > 		
CF | > X CLOTH 		
CF | 		
CF | It's for cleaning your scalpel. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "clean scalpel" 		
CF ] Surgery Room 		
CF | > 		
CF | > CLEAN SCALPEL 		
CF | 		
CF | You polish your scalpel with the antiseptic cloth. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x me" 		
CF ] Surgery Room 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You feel alert and well. Slightly on edge, perhaps, but that's nothing 		
CF | unusual considering the circumstances. 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are 		
CF | your practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "places" 		
CF ] Places 		
CF | You have not visited any notable locations in this game so far. 		
CF | 		
CF | As you explore the game world, notable locations will be added to this 		
CF | page. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thick with quiet shadows. 		
CF | Shelves of vials and medical supplies crowd around you, leaving little 		
CF | room to misstep. A shimmering calomel curtain frames the exit to the 		
CF | south. 		
CF | 		
CF | Reden lies on the gurney, lifeless and still. 		
CF | 		
CF | > 		lkcampbell says, "what were the other unusual commands"
Knight_Otu says (to ClubFloyd), "x curtain" 		
CF ] Surgery Room 		
CF | > 		
CF | > X CURTAIN 		
CF | 		
CF | It decontaminates objects that pass through it. 		
CF | 		
CF | (Type >go south to leave the surgery room.) 		
CF | 		
CF | > 		DavidW says, "msp, but we won't see the graphics here."
		Knight_Otu says, "Characters was the other one we could use."
lkcampbell says (to ClubFloyd), "characters" 		
CF ] Characters 		
CF | You have encountered the following notable characters: 		
CF | 		
CF | Servator Marid Orpheia (yourself) 		
CF | A seventeen-year-old graduate of the Physicians' College, currently 		
CF | apprenticed to Doctor Cavala. You have taken care of yourself ever 		
CF | since your parents died four years ago. 		
CF | 		
CF | Doctor Cavala 		
CF | Your mentor in the ars vitalis. A former army doctor and a 		
CF | surgeon of commanding skill. 		
CF | 		
CF | Reden 		
CF | A goblin bum who died in Doctor Cavala's surgery room of an hitherto 		
CF | unknown affliction. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
lkcampbell pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thick with quiet shadows. 		
CF | Shelves of vials and medical supplies crowd around you, leaving little 		
CF | room to misstep. A shimmering calomel curtain frames the exit to the 		
CF | south. 		
CF | 		
CF | Reden lies on the gurney, lifeless and still. 		
CF | 		
CF | > 		lkcampbell asks, "anything else you all want to do here?"
		DavidW says, "Not me. Go south."
lkcampbell says (to ClubFloyd), "s" 		
CF ] Clinic 		
CF | > 		
CF | > S 		
CF | 		
CF | A wave of warmth washes over you as you step through the calomel 		
CF | curtain. 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala's clinic is a small, unostentatious affair, neatly 		
CF | organized with little in the way of decoration. A row of chairs faces 		
CF | the prescription counter, where the medication and patient records are 		
CF | sorted in gridlike pigeonholes; further on is the consulting study, 		
CF | home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | Doctor Cavala is at her desk, engrossed in paperwork. As you emerge 		
CF | from the surgery room, she glances up and gives you a nod. 		
CF | 		
CF | > 		lkcampbell says, "you still want a driver or do people want to jump in now...at least until another time sensitive part"
		Roger says, "I think people could jump in as they are moved to"
		lkcampbell says, "ok"
lkcampbell says (to ClubFloyd), "x counter" 		
CF ] Clinic 		
CF | > 		
CF | > X COUNTER 		
CF | 		
CF | The counter, with its latticework screen, divides the pharmacy from 		
CF | the waiting area. There is a drawer for money and a service handbell. 		
CF | 		
CF | > 		DavidW says, "I vaguely remember a maze later on. We might need a driver then."
lkcampbell says (to ClubFloyd), "x drawer" 		
CF ] Clinic 		
CF | > 		
CF | > X DRAWER 		
CF | 		
CF | If you didn't work here, you would never have noticed the faint bevel 		
CF | that demarcates it. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "open drawer" 		
CF ] Clinic 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You are many things, Marid, but you are not a thief. 		
CF | 		
CF | > 		Knight_Otu says, "But, but."
		lkcampbell asks, "why limit yourself?"
lkcampbell says (to ClubFloyd), "x handbell" 		
CF ] Clinic 		
CF | > 		
CF | > X HANDBELL 		
CF | 		
CF | A small brass handbell. You know its sound all too well. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "ring bell" 		
CF ] Clinic 		
CF | > 		
CF | > RING BELL 		
CF | 		
CF | You have already heard it ring countless times, and you aren't 		
CF | inclined to listen to it again. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "l" 		
CF ] Clinic 		
CF | > 		
CF | > L 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala's clinic is a small, unostentatious affair, neatly 		
CF | organized with little in the way of decoration. A row of chairs faces 		
CF | the prescription counter, where the medication and patient records are 		
CF | sorted in gridlike pigeonholes; further on is the consulting study, 		
CF | home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | Doctor Cavala is at her desk, engrossed in paperwork. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x records" 		
CF ] Clinic 		
CF | > 		
CF | > X RECORDS 		
CF | 		
CF | You could look up medication or patient records in the pigeonholes. 		
CF | 		
CF | > 		MoyTravis says, "Seventeen years old, just watched a goblin die, immediately starts shuffling around at her workplace and having mad urges to steal and fiddle with things."
		MoyTravis says, "Well, I mean, I guess different folks have different stress reactions."
lkcampbell says (to ClubFloyd), "look up reden" 		
CF ] Clinic 		
CF | > 		
CF | > LOOK UP REDEN 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | (Type >commands or >c for a list of commands.) 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x pigeonholes" 		
CF ] Clinic 		
CF | > 		
CF | > X PIGEONHOLES 		
CF | 		
CF | You could look up medication or patient records in the pigeonholes. 		
CF | 		
CF | > 		MoyTravis asks, "x patient records?"
lkcampbell says (to ClubFloyd), "x patient records" 		
CF ] Clinic 		
CF | > 		
CF | > X PATIENT RECORDS 		
CF | 		
CF | You could look up medication or patient records in the pigeonholes. 		
CF | 		
CF | > 		lkcampbell says, "not sure what the syntax is here"
		DavidW says, "Reden might not be in the records if that's the paperwork Cavala is working on right now."
Roger says (to floyd), "read patient records" 		
CF ] Clinic 		
CF | > 		
CF | > READ PATIENT RECORDS 		
CF | 		
CF | You could look up medication or patient records in the pigeonholes. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "look up halitus catholiconis" 		
CF ] Clinic 		
CF | > 		
CF | > LOOK UP HALITUS CATHOLICONIS 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		lkcampbell says, "maybe it works later on"
DavidW says (to ClubFloyd), "c" 		
CF ] List of Commands 		
CF | A list of important commands 		
CF | (You can type >commands or >c to bring up this page at 		
CF | any time.) 		
CF | 		
CF | >look 		
CF | Look around and get a description of your surroundings. The command 		
CF | "look" can be shortened to "l" or simply a blank command. 		
CF | 		
CF | >examine (something) 		
CF | Examine something for a more detailed description. You can examine 		
CF | practically anything, including yourself. The command "examine" can be 		
CF | shortened to "x" or simply typing the name of the object. 		
CF | 		
CF | >inventory 		
CF | Check the items you're wearing or carrying. The command "inventory" 		
CF | can be shortened to "i". 		
CF | 		
CF | >talk to (someone) 		
CF | Begin a dialogue with someone. The command "talk to" can be shortened 		
CF | to "t". 		
CF | 		
CF | >go (direction) 		
CF | Travel to a new location in the world. The directions are each of the 		
CF | eight compass directions, plus up, down, in, and out. "North" can be 		
CF | abbreviated to "n", "northwest" can be abbreviated to "nw", and so on. 		
CF | You can also omit the command "go" and just type a direction to go in. 		
CF | 		
CF | >enter (something) 		
CF | Enter something that you can fit into, such as a door, bed, or hiding 		
CF | place. 		
CF | 		
CF | >cut (something) 		
CF | Cut something with your scalpel. 		
CF | 		
CF | >take/drop (something) 		
CF | >open/close (something) 		
CF | >push/pull/turn (something) 		
CF | >put (something) on/in (something else) 		
CF | These commands can be used to manipulate items and the world around 		
CF | you. 		
CF | 		
CF | >help 		
CF | >commands 		
CF | >journal 		
CF | >characters 		
CF | >map 		
CF | >places 		
CF | >hints 		
CF | Open the help menu, or quickly check one of its pages. "Commands" can 		
CF | be shortened to "c", "journal" can be shortened to "j", "characters" 		
CF | can be shortened to "ch", "map" can be shortened to "m", and "places" 		
CF | can be shortened to "p". 		
CF | 		
CF | >undo 		
CF | Take back your last command, rewinding the game to an earlier state. 		
CF | 		
CF | >save 		
CF | >restore 		
CF | >quit 		
CF | Create or restore a saved game, or exit the game once you're done 		
CF | playing. 		
CF | 		
CF | The game recognizes a good deal of synonyms and miscellaneous commands 		
CF | not listed here. Feel free to experiment. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic 		
CF | 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala's clinic is a small, unostentatious affair, neatly 		
CF | organized with little in the way of decoration. A row of chairs faces 		
CF | the prescription counter, where the medication and patient records are 		
CF | sorted in gridlike pigeonholes; further on is the consulting study, 		
CF | home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | Doctor Cavala is at her desk, engrossed in paperwork. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "consult patient records about reden" 		
CF ] Clinic 		
CF | > 		
CF | > CONSULT PATIENT RECORDS ABOUT REDEN 		
CF | 		
CF | On record are various minor illnesses typical for a goblin of his age: 		
CF | the homunculoid shingles, the common cold. There is no precedent for 		
CF | the sudden and dramatic affliction that took his life. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Ah ha!"
		MoyTravis says, "Nice."
		lkcampbell says, "ah..."
		lkcampbell says, "knowing the default Inform commands helps :)"
		MoyTravis says, "Do that medicine that we used. The expensive one, uuuh."
		MoyTravis says, "Cathalicon."
		Knight_Otu says, "Breath of Catholicon"
lkcampbell says (to ClubFloyd), "consult pigeonhole about halitus catholiconis" 		
CF ] Clinic 		
CF | > 		
CF | > CONSULT PIGEONHOLE ABOUT HALITUS CATHOLICONIS 		
CF | 		
CF | You doubt you will see another inhaler of the halitus 		
CF | catholiconis in your lifetime, let alone in these pigeonholes. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "consult records about halitus catholiconis" 		
CF ] Clinic 		
CF | > 		
CF | > CONSULT RECORDS ABOUT HALITUS CATHOLICONIS 		
CF | 		
CF | You doubt you will see another inhaler of the halitus 		
CF | catholiconis in your lifetime, let alone in these pigeonholes. 		
CF | 		
CF | > 		DavidW asks, "that rare, eh?"
		Knight_Otu says, "If it literally shatters souls, it probably is a controlled substance at least."
		MoyTravis says, "Impressed that the doctor is willing to use such a rare and presumably expensive thing on a rando who just stumbles in in the middle of the night."
		MoyTravis asks, "Anyways, let's go?"
		Knight_Otu says, "Sure, let's go."
lkcampbell says (to ClubFloyd), "consult records about aer soporifer" 		
CF ] Clinic 		
CF | > 		
CF | > CONSULT RECORDS ABOUT AER SOPORIFER 		
CF | 		
CF | The more powerful medications are reserved for the surgery room. 		
CF | 		
CF | > 		lkcampbell asks, "is that what's in the records?"
Knight_Otu says (to ClubFloyd), "consult records about me" 		
CF ] Clinic 		
CF | > 		
CF | > CONSULT RECORDS ABOUT ME 		
CF | 		
CF | Your own medical record is little more than an informal account, as 		
CF | your only treatment here -- for a bout of Midaes fever last month -- 		
CF | was self-prescribed. 		
CF | 		
CF | > 		lkcampbell says, "take aer soporifer"
lkcampbell says (to ClubFloyd), "take aer soporifer" 		
CF ] Clinic 		
CF | > 		
CF | > TAKE AER SOPORIFER 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		lkcampbell says, "I guess that's what's in the record for that med"
		MoyTravis says, "Seems so."
		lkcampbell says, "consult records about cavala"
		lkcampbell exclaims, "doh!"
		DavidW says, "I suspect the records will be more useful later in the game."
lkcampbell says (to ClubFloyd), "consult records about cavala" 		
CF ] Clinic 		
CF | > 		
CF | > CONSULT RECORDS ABOUT CAVALA 		
CF | 		
CF | Doctor Cavala has meticulously recorded her medical history starting 		
CF | from the day she opened this clinic six years ago. It seems she has 		
CF | been mostly in health, except for a recurrent ache in her right 		
CF | shoulder from her soldiering days. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "l" 		
CF ] Clinic 		
CF | > 		
CF | > L 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala's clinic is a small, unostentatious affair, neatly 		
CF | organized with little in the way of decoration. A row of chairs faces 		
CF | the prescription counter, where the medication and patient records are 		
CF | sorted in gridlike pigeonholes; further on is the consulting study, 		
CF | home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | Doctor Cavala is at her desk, engrossed in paperwork. 		
CF | 		
CF | > 		lkcampbell asks, "where next?"
		DavidW says, "You're supposed to go home, so east."
lkcampbell says (to ClubFloyd), "e" 		
CF ] Via Terminalis, West End 		
CF | > 		
CF | > E 		
CF | 		
CF | "Good night, Doctor Cavala," you say. 		
CF | 		
CF | "Good night, Marid. Don't stay up too late." 		
CF | 		
CF | (first opening the front door of the clinic) 		
CF | (closing the door behind you) 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. Night has fallen, broken 		
CF | only by the ghostly glow of bound animii in street-lamps and shop 		
CF | windows. Beyond, you see the great spine of the Channelworks District, 		
CF | receding from the lamplight into the beginnings of rain. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, and the 		
CF | dormitory block where you live lies to the north. The rest of the 		
CF | district can wait until tomorrow. 		
CF | 		
CF | (You may wish to save the game now by typing >save. You can do 		
CF | this at any time.) 		
CF | 		
CF | > 		MoyTravis says, "It has exits listed. Which is nice."
		Knight_Otu says, "I doubt we can go to the morgue at least."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Via Terminalis, West End 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x spine" 		
CF ] Via Terminalis, West End 		
CF | > 		
CF | > X SPINE 		
CF | 		
CF | It bears the burden of a thousand living souls. 		
CF | 		
CF | > 		DavidW asks, "This city uses 'animii' for night lights?"
		Knight_Otu says, "So it seems."
		lkcampbell says, "animii purgatory"
		lkcampbell says, "or limbo maybe"
Knight_Otu says (to ClubFloyd), "x lamps" 		
CF ] Via Terminalis, West End 		
CF | > 		
CF | > X LAMPS 		
CF | 		
CF | There is a living quality to the light. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x windows" 		
CF ] Via Terminalis, West End 		
CF | > 		
CF | > X WINDOWS 		
CF | 		
CF | All the shops are closed for the night. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "think about animii" 		
CF ] Via Terminalis, West End 		
CF | > 		
CF | > THINK ABOUT ANIMII 		
CF | 		
CF | (Type >journal for a reminder of the information you've come 		
CF | across.) 		
CF | 		
CF | > 		Knight_Otu says, "Worth a try."
		lkcampbell asks, "anything else, or should we go home?"
		DavidW says, "Head home."
lkcampbell says (to ClubFloyd), "n" 		
CF ] Dormitory Block 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dormitory Block 		
CF | You have walked the grounds of this three-storey estate long enough to 		
CF | know it by heart. Here is the faded arch, with its years of verdigris; 		
CF | here are the too-small atrium and the fountain at its center. All 		
CF | around above are the lights of innumerable domiciles, linked by 		
CF | crumbling stairs and divided by flimsy plaster walls. 		
CF | 		
CF | From here, you can go up to your dormitory room, visit the public 		
CF | house to the west, or exit the building to the south. 		
CF | 		
CF | An old woman sits at the base of the fountain, feeding pigeons that 		
CF | wing down from the sky above. 		
CF | 		
CF | > 		Knight_Otu says, "I think we should go home unless we find something on the way."
		lkcampbell asks, "oh, is that the bird murderer?"
		DavidW says, "If you talk to her, yeah."
lkcampbell says (to ClubFloyd), "talk to woman" 		
CF ] Dormitory Block Talking to the old woman 		
CF | > 		
CF | > TALK TO WOMAN 		
CF | 		
CF | (the old woman) 		
CF | As you approach, the old woman looks up and smiles. 		
CF | 		
CF | "Ah, hello, Marid," she says. "It is Marid, isn't it?" 		
CF | 		
CF | 1) "It's nice to meet you too, ma'am." 		
CF | 2) "Have we met before?" 		
CF | 3) "Sorry, I don't know who you're talking about." 		
CF | 		
CF | > 		lkcampbell says, "odd she knows our name, unless the PC knows something we don't"
		MoyTravis says, "#2 seems relevant."
		lkcampbell says, "I'm thinking 2"
lkcampbell says (to ClubFloyd), "2" 		
CF ] Dormitory Block Talking to Saliunca 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Have we met before?" you ask. 		
CF | 		
CF | "Oh, no, no," the old woman replies. "It's just that everyone knows 		
CF | your name, you see; you are the doctor's assistant, are you not? And I 		
CF | hear you live all by yourself in this dormitory, poor girl... but I'm 		
CF | sure you don't need my pity. 		
CF | 		
CF | "As I know your name, it's only fair that you know mine. My name is 		
CF | Saliunca." 		
CF | 		
CF | 1) "It's nice to meet you, Saliunca." 		
CF | 2) "Living by myself isn't that bad..." 		
CF | 3) "Do you feed the pigeons often?" 		
CF | 4) "I'm in a bit of a rush, actually..." 		
CF | 		
CF | > 		Knight_Otu says, "I mean, many people around here know my name and I don't know theirs, necessarily."
		lkcampbell says, "you are infamous"
		lkcampbell says, "should we be Canadian again and pick 1"
		DavidW says, "please"
		Knight_Otu says, "Sure."
lkcampbell says (to ClubFloyd), "1" 		
CF ] Dormitory Block Talking to Saliunca 		
CF | > 		
CF | > 1 		
CF | 		
CF | "It's nice to meet you, Saliunca." 		
CF | 		
CF | "The pleasure is all mine." She bares her crooked teeth in a wry 		
CF | smile. 		
CF | 		
CF | 1) "Living by myself isn't that bad..." 		
CF | 2) "Do you feed the pigeons often?" 		
CF | 3) "I'm in a bit of a rush, actually..." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Living by myself isn't that bad," you say. "I've gotten used 		
CF | to it ever since I boarded out to the Physicians' College." 		
CF | 		
CF | "Oh, I don't doubt you can look after yourself, love," Saliunca 		
CF | quickly adds. "I'm -- We're only worried for you, is all; just a spot 		
CF | of neighborly worry. It isn't easy for an -- for a young lady to -- to 		
CF | live like you do." 		
lkcampbell pushes the green 'space' button. 		
CF | live like you do."An awkward pause. 		
lkcampbell pushes the green 'space' button. 		
CF ] Dormitory Block Talking to Saliunca 		
CF | live like you do."An awkward pause."I appreciate the concern," you say 		
CF | eventually, "but you shouldn't worry. I get by, in my own way." 		
CF | 		
CF | 1) "Do you feed the pigeons often?" 		
CF | 2) "I'll be seeing you, then." 		
CF | 		
CF | > 		Knight_Otu asks, "What are you trying to say, Saliunca?"
		lkcampbell says, "pretty judgmental for a bird poisoner"
lkcampbell says (to ClubFloyd), "1" 		
CF ] Dormitory Block Talking to Saliunca 		
CF | > 		
CF | > 1 		
CF | 		
CF | You gesture at the flock surrounding her. "Do you feed the pigeons 		
CF | often?" 		
CF | 		
CF | Saliunca cackles. "Feed them?" she says. "I suppose you could say 		
CF | that, in a way. Yes, I feed them; but if you think I harbor any love 		
CF | for the pigeons, you would be quite mistaken. I'm poisoning the 		
CF | pigeons, you see, love -- feeding them poison!" 		
CF | 		
CF | 1) "Poison!?" 		
CF | 2) "Then you're killing them...!" 		
CF | 3) "But why would you do something like that?" 		
CF | 		
CF | > 		MoyTravis asks, "#3?"
		Knight_Otu says, "Sure."
		DavidW says, "sure"
lkcampbell says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "But -- but why would you do something like that?" 		
CF | 		
CF | Saliunca shakes her head sadly. "Oh, Marid, don't you see? The pigeons 		
CF | are infesting the dormitory! All over the atrium they are, and even in 		
CF | some of the ground-floor domiciles. You never even noticed?" 		lkcampbell says, "no, I'm too busy being a sinner"
lkcampbell pushes the green 'space' button. 		
CF | some of the ground-floor domiciles. You never even noticed?""I -- I 		
CF | live on the third floor," you admit. 		
lkcampbell pushes the green 'space' button. 		
CF | live on the third floor," you admit."Then you haven't noticed." She 		
CF | sighs. "The pigeons are everywhere, love -- a great nuisance they are 		
CF | making. Stealing food. Leaving their droppings about. And that's why 		
CF | their numbers have to be culled. 		
lkcampbell pushes the green 'space' button. 		
CF ] Dormitory Block Talking to Saliunca 		
CF | their numbers have to be culled."For some peace, Marid, for some 		
CF | peace. You understand, don't you?" 		
CF | 		
CF | 1) "I suppose you are right..." 		
CF | 2) "I don't believe that for a second..." 		
CF | 3) "But killing them...!" 		
CF | 4) "The corpses... the corpses will litter the ground." 		
CF | 5) "I'm sorry. I have to go." 		
CF | 		
CF | > 		Knight_Otu says, "I think what Saliunca was dancing around was us being an orphan, rather than a sinner."
		Knight_Otu asks, "4?"
		lkcampbell says, "oh heh, yeah that makes more sense"
		lkcampbell says, "sure 4 is dramatic"
		DavidW says, "hm. I wonder if this is foreshadowing, that maybe Raden's illness is because of poisoning."
		DavidW says, "Different poison, I mean."
lkcampbell says (to ClubFloyd), "4" 		
CF ] Dormitory Block Talking to Saliunca 		
CF | > 		
CF | > 4 		
CF | 		
CF | "The corpses..." You shake your head. "The corpses will litter the 		
CF | ground." 		
CF | 		
CF | Saliunca grimaces. "Yes. Yes, they will. The atrium will be rather 		
CF | unpleasant for a while; that's the cost of it, Marid. But you must see 		
CF | -- you must see it's something that has to be done." 		
CF | 		
CF | 1) "I suppose you are right..." 		
CF | 2) "I don't believe that for a second..." 		
CF | 3) "But killing them...!" 		
CF | 4) "I'm sorry. I have to go." 		
CF | 		
CF | > 		lkcampbell says, "rotting corpses are probably a health concern as well"
		Knight_Otu says, "Definitely. Not everyone has fancy anti-contagion clothes after all."
		lkcampbell says, "yeah this has to be some sort of foreshadowing because this conversation is very odd"
		MoyTravis says, "Look she could just be a Tom Lehrer fan."
		MoyTravis says, "(American satirist/singer, he has a song where he sings about poisoning pidgeons in the park)"
		Knight_Otu asks, "Continue with 3?"
		lkcampbell says, "ok by me"
		MoyTravis says, "Anyways I second anything that anybody picks in interest of moving faster."
lkcampbell says (to ClubFloyd), "3" 		
CF ] Dormitory Block Talking to Saliunca 		
CF | > 		
CF | > 3 		
CF | 		
CF | "But killing them...!" 		
CF | 		
CF | Saliunca frowns. "You say that as though I'm a murderess," she says, 		
CF | "when I'm nothing of the sort. Think, girl, think! 		
CF | 		
CF | "Do you think about the food you eat, of how the butcher earns his 		
CF | keep? No, of course not -- they are animals, animals! We know they are 		
CF | lesser -- we have measured their animii. And the animus of a 		
CF | pigeon... why, it's little more than a candlelight. So why shouldn't I 		
CF | snuff them?" 		
CF | 		
CF | 1) "I suppose you are right..." 		
CF | 2) "I don't believe that for a second..." 		
CF | 3) "I'm sorry. I have to go." 		
CF | 		
CF | > 		Knight_Otu says, "You're not killing these pigeons for food or resources. You're killing them for convenience."
		lkcampbell says, "yeah, it's a pretty weak analogy"
		MoyTravis asks, "2 then?"
		DavidW says, "I'm gonna lie down for 15."
lkcampbell says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You glare at her. "I don't believe that for a second. The pigeons may 		
CF | be pests, but -- but poisoning them? That's much too cruel. 		
CF | There must be some other way." 		
CF | 		
CF | "Oh?" Saliunca raises an eyebrow. "And what would this other way be?" 		
CF | 		
CF | "I... I don't..." 		
lkcampbell pushes the green 'space' button. 		
CF | "I... I don't..."You shake your head. 		
CF | 		
CF | "I don't know. But there must be a way. There must be..." 		
lkcampbell pushes the green 'space' button. 		
CF | "I don't know. But there must be a way. There must be...""And suppose 		
CF | I'm right, and there isn't?" She frowns. "You've got some nerve 		
CF | telling me off, young lady, when all I've heard out of you is talk. 		
CF | Get off your high horse. Don't tell me you're squeamish about killing 		
CF | a few birds -- or is that what the Physicians' College taught you?" 		
lkcampbell pushes the green 'space' button. 		
CF ] Dormitory Block Talking to Saliunca 		
CF | a few birds -- or is that what the Physicians' College taught you?"You 		
CF | tense up. 		
CF | 		
CF | 1) "What would a hag like you possibly know about the 		
CF | Art?..." 		
CF | 2) "I'm sorry. I have to go." 		
CF | 		
CF | > 		MoyTravis asks, "1?"
		lkcampbell says, "I hope this character isn't someone we need on our side later"
		Knight_Otu asks, "1 probably reveals her to be a grand-doctor or something?"
		lkcampbell says, "I guess we can try 1 and undo if its bad"
		Knight_Otu says, "We can try 1, sure."
lkcampbell says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | What would -- 		
lkcampbell pushes the green 'space' button. 		
CF | What would --No. You start. You catch yourself. 		
CF | 		
CF | Being emotional won't get you anywhere, Marid. It won't change 		
CF | anything. It won't bring him back. 		
lkcampbell pushes the green 'space' button. 		
CF ] Dormitory Block Talking to Saliunca 		
CF | anything. It won't bring him back.You take a deep breath. 		
CF | 		
CF | 1) "I'm sorry. I have to go." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm sorry," you mutter. "I have to go." 		
CF | 		
CF | You turn and walk away. "Suit yourself, love," Saliunca calls after 		
CF | you. 		
CF | 		
CF | When you don't respond, she shakes her head and goes back to feeding 		
CF | the pigeons. 		
lkcampbell says (to ClubFloyd), "l" 		
CF ] Dormitory Block 		
CF | the pigeons.## Dormitory Block 		
CF | You have walked the grounds of this three-storey estate long enough to 		
CF | know it by heart. Here is the faded arch, with its years of verdigris; 		
CF | here are the too-small atrium and the fountain at its center. All 		
CF | around above are the lights of innumerable domiciles, linked by 		
CF | crumbling stairs and divided by flimsy plaster walls. 		
CF | 		
CF | From here, you can go up to your dormitory room, visit the public 		
CF | house to the west, or exit the building to the south. 		
CF | 		
CF | Saliunca sits at the base of the fountain, feeding pigeons that wing 		
CF | down from the sky above. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x fountain" 		
CF ] Dormitory Block 		
CF | > 		
CF | > X FOUNTAIN 		
CF | 		
CF | A neoclassical sculpture of concentric basins. An image of Mercury 		
CF | takes pride of place, with sword aloft in one hand and water-spout 		
CF | chalice in the other. 		
CF | 		
CF | > 		Knight_Otu says, "Still, that poison can have all kinds of after-effects you haven't considered, Sal."
lkcampbell says (to ClubFloyd), "x public house" 		
CF ] Dormitory Block 		
CF | > 		
CF | > X PUBLIC HOUSE 		
CF | 		
CF | (the public house) 		
CF | A refuge from the troubles of the world, at least for some. 		
CF | 		
CF | > 		lkcampbell asks, "public house or home?"
		MoyTravis asks, "Just pick one?"
		Knight_Otu says, "As I recall, Marid said she could use a drink."
lkcampbell says (to ClubFloyd), "w" 		
CF ] Public House 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the door of the public house) 		
CF | (closing the door behind you) 		
CF | 		
CF | Public House 		
CF | Tucked away in the shadow of the domiciles, this cozy establishment 		
CF | offers a retreat from the melancholy of the night. Other patrons are 		
CF | scattered at the tables, engaged in drinking and conversation, while 		
CF | in the corner a solitary clockwork musician plays. 		
CF | 		
CF | The door is to the east. 		
CF | 		
CF | A smartly-dressed mutant is behind the counter polishing a glass -- 		
CF | this must be the new bartender. He gives you a nod as you enter. 		
CF | 		
CF | > 		Knight_Otu says, "Whether we can actually get one is a different question."
		MoyTravis says, "Okay public house. Which is a weirdly contemporary phrasing given that all the rest of the descriptions."
		MoyTravis asks, "'s a Britishism ain't it?"
lkcampbell says (to ClubFloyd), "x mutant" 		
CF ] Public House 		
CF | > 		
CF | > X MUTANT 		
CF | 		
CF | (the bartender) 		
CF | (It has been some years now since the mutants of the Dark Lands were 		
CF | integrated into society, and you have mostly gotten used to their 		
CF | haphazard anatomy, their alien perception of the world. Mostly.) 		
CF | 		
CF | He looks to be one of the older generation of mutants, with few 		
CF | features that mark him as having once been human. He wears a dignified 		
CF | wooden mask and a tailcoat that has been modified to accommodate 		
CF | additional limbs. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x mask" 		
CF ] Public House 		
CF | > 		
CF | > X MASK 		
CF | 		
CF | Its simple lines evoke a man's face. It has become fashionable for 		
CF | mutants with unsightly mutations to wear these. 		
CF | 		
CF | The clockwork musician finishes playing Sutor's Lament and 		
CF | starts on Magis Quam Amor. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "talk to mutant" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > TALK TO MUTANT 		
CF | 		
CF | (the bartender) 		
CF | You sit down at the serving counter. "Hello," you say. 		
CF | 		
CF | The bartender stops polishing his glass and regards you thoughtfully. 		
CF | 		
CF | 1) "I don't believe we've met. My name is Marid." 		
CF | 2) "You must be the new bartender." 		
CF | 3) <Order a drink.> 		
CF | 4) "Actually, never mind." 		
CF | 		
CF | > 		lkcampbell asks, "want me to just pick my way through this conversation?"
		MoyTravis says, "Please."
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I don't believe we've met," you say. "My name is Marid." 		
CF | 		
CF | The bartender bows and pantomimes a welcome. 		
CF | 		
CF | 1) "You can't speak?" 		
CF | 2) "It's nice to meet you." <Offer your hand.> 		
CF | 3) "You must be the new bartender." 		
CF | 4) <Order a drink.> 		
CF | 5) "See you soon." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You can't speak?" 		
CF | 		
CF | The bartender nods mournfully. 		
CF | 		
CF | "I'm sorry," you say, feeling slightly guilty. 		
CF | 		
CF | 1) "It's nice to meet you." <Offer your hand.> 		
CF | 2) "You must be the new bartender." 		
CF | 3) <Order a drink.> 		
CF | 4) "See you soon." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | "It's nice to meet you." 		
CF | 		
CF | You offer your hand; the bartender bends and touches the wooden mouth 		
CF | of his mask to it. 		
CF | 		
CF | 1) "You must be the new bartender." 		
CF | 2) <Order a drink.> 		
CF | 3) "See you soon." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You must be the new bartender." 		
CF | 		
CF | The bartender nods sagely. 		
CF | 		
CF | 1) "How's business?" 		
CF | 2) <Order a drink.> 		
CF | 3) "See you soon." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How's business?" you ask. 		
CF | 		
CF | The bartender pauses in thought, then makes a noncommittal gesture 		
CF | with his tentacle. 		
CF | 		
CF | 1) <Order a drink.> 		
CF | 2) "See you soon." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'd like a glass of spiced wine, please." 		
CF | 		
CF | The bartender measures out the wine, waters it down, and tosses it 		
CF | with a bag of spices before handing you the glass. You take your time 		
CF | to nurse the drink: it's sweet, with a pinch of nutmeg and other 		
CF | flavors you don't recognize. 		
CF | 		
CF | Sweet and sad. 		
CF | 		
CF | 1) <Get something off your mind.> 		
CF | 2) <Finish your drink in silence.> 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | Your mind wanders to the things you've seen; the things you've done. 		
CF | 		
CF | 1) "I watched a man die tonight..." 		
CF | 2) <Finish your drink in silence.> 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I watched a man die tonight," you say quietly. "It was just around 		
CF | the corner. In Doctor Cavala's clinic." 		
CF | 		
CF | The bartender is silent as you take another sip. 		
lkcampbell pushes the green 'space' button. 		
CF | The bartender is silent as you take another sip."It all happened too 		
CF | fast. It was only when he collapsed on top of me that we knew, and -- 		
CF | and we rushed him to the surgery room. I was so scared. It was Doctor 		
CF | Cavala who steadied me... who believed we could cure him together. But 		
CF | he died on the gurney. He died just like that." 		
lkcampbell pushes the green 'space' button. 		
CF | he died on the gurney. He died just like that."You close your eyes. 		
lkcampbell pushes the green 'space' button. 		
CF ] Public House Talking to the bartender 		
CF | he died on the gurney. He died just like that."You close your eyes."We 		
CF | aren't even sure what he was suffering from... how he died. But now... 		
CF | what can we do?" 		
CF | 		
CF | 1) "I became a physician because I wanted to save lives..." 		
CF | 2) "Doctor Cavala tried so hard to stabilize him..." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | You gaze into your glass, watching the wine swirl around and around. 		
CF | 		
CF | "I became a physician because I wanted to save lives. I... I wanted to 		
CF | make a difference. But for every life I save -- every life we save -- 		
CF | it seems like a dozen more die out of our reach. How is that fair? How 		
CF | is it worth it? 		
CF | 		
CF | "They teach you in the Physicians' College that you can't save 		
CF | everyone. It just isn't possible..." 		
CF | 		
CF | 1) "...but I keep wondering if we could have saved that 		
CF | man..." 		
CF | 2) "...and now I'm beginning to understand what they 		
CF | meant..." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | "...but I keep wondering if we could have saved that man, if maybe we 		
CF | had done something different. And it's killing me inside." 		
CF | 		
CF | 1) <Finish your drink.> 		
CF | 		
CF | > 		Knight_Otu says, "Oh that'll so be over all the social media."
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | You down the last of your wine. 		
CF | 		
CF | "Thanks for listening." 		
CF | 		
CF | The bartender takes the empty glass, and you feel a little better for 		
CF | having confided in him. 		
CF | 		
CF | 1) <Tip the bartender.> 		
CF | 2) "See you soon." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF ] Public House Talking to the bartender 		
CF | > 		
CF | > 1 		
CF | 		
CF | You tip the bartender and he bows. 		
CF | 		
CF | 1) "See you soon." 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "See you soon." 		
CF | 		
CF | You stand up. The bartender goes back to his business; you suppose you 		
CF | should as well. 		
lkcampbell says (to ClubFloyd), "journal" 		
CF ] Public House 		
CF | should as well.## Public House 		
CF | Tucked away in the shadow of the domiciles, this cozy establishment 		
CF | offers a retreat from the melancholy of the night. Other patrons are 		
CF | scattered at the tables, engaged in drinking and conversation, while 		
CF | in the corner a solitary clockwork musician plays. 		
CF | 		
CF | The door is to the east. 		
CF | 		
CF | The bartender is behind the counter polishing a glass. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "journal" 		
CF ] Journal 		
CF | Third of Aquaria, Auritum IV 		
CF | 		
CF | I'm tired. I'm so tired. 		
CF | 		
CF | I'm sorry, Reden. I hope your animus rests in peace. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Go home and get some sleep 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
lkcampbell pushes the green 'space' button. 		
CF ] Public House 		
CF | 		
CF | 		
CF | Public House 		
CF | Tucked away in the shadow of the domiciles, this cozy establishment 		
CF | offers a retreat from the melancholy of the night. Other patrons are 		
CF | scattered at the tables, engaged in drinking and conversation, while 		
CF | in the corner a solitary clockwork musician plays. 		
CF | 		
CF | The door is to the east. 		
CF | 		
CF | The bartender is behind the counter polishing a glass. 		
CF | 		
CF | > 		lkcampbell says, "was that where the drink objective was, in the journal/"
		lkcampbell says, "so we achieved it"
		Knight_Otu says, "Yeah."
lkcampbell says (to ClubFloyd), "l" 		
CF ] Public House 		
CF | > 		
CF | > L 		
CF | 		
CF | Public House 		
CF | Tucked away in the shadow of the domiciles, this cozy establishment 		
CF | offers a retreat from the melancholy of the night. Other patrons are 		
CF | scattered at the tables, engaged in drinking and conversation, while 		
CF | in the corner a solitary clockwork musician plays. 		
CF | 		
CF | The door is to the east. 		
CF | 		
CF | The bartender is behind the counter polishing a glass. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "e" 		
CF ] Dormitory Block 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the door of the public house) 		
CF | (closing the door behind you) 		
CF | 		
CF | Dormitory Block 		
CF | You have walked the grounds of this three-storey estate long enough to 		
CF | know it by heart. Here is the faded arch, with its years of verdigris; 		
CF | here are the too-small atrium and the fountain at its center. All 		
CF | around above are the lights of innumerable domiciles, linked by 		
CF | crumbling stairs and divided by flimsy plaster walls. 		
CF | 		
CF | From here, you can go up to your dormitory room, visit the public 		
CF | house to the west, or exit the building to the south. 		
CF | 		
CF | Saliunca sits at the base of the fountain, feeding pigeons that wing 		
CF | down from the sky above. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "u" 		
CF ] Marid's Room 		
CF | > 		
CF | > U 		
CF | 		
CF | (first opening the door to your dormitory room) 		
CF | (closing the door behind you) 		
CF | 		
CF | Marid's Room 		
CF | Though this space of yours is small, you have done your best to 		
CF | furnish it with the comforts of home. In one corner is a dressing 		
CF | table, piled with stationery and assorted toiletries, and in another 		
CF | is the kitchenette. The only door leads back downstairs to the atrium. 		
CF | 		
CF | Your bed is at the end of the room, beside the window. 		
CF | 		
CF | You feel tired. Weary. 		
CF | 		
CF | > 		lkcampbell says, "sleep I guess"
		Knight_Otu says, "Yeah, enter bed, then sleep."
lkcampbell says (to ClubFloyd), "enter bed" 		
CF | > 		
CF | > ENTER BED 		
CF | 		
CF | It's been a long day. 		
CF | 		
CF | You drape your jacket over the head of your bed and settle beneath the 		
CF | covers. Your room fades away as you will your eyes to close. But still 		
CF | your mind drifts, draws you back into the tides of memory, where you 		
CF | can only watch -- 		
lkcampbell pushes the green 'space' button. 		
CF | can only watch ---- watch the shimmer of the surgery room; watch 		
CF | Reden's eyes close a thousand times; watch the lights all around 		
CF | -- 		
lkcampbell pushes the green 'space' button. 		
CF | ---- dancing like -- 		
lkcampbell pushes the green 'space' button. 		
CF | ---- dancing like ---- flames -- 		
lkcampbell pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | D A Y O N E 		
lkcampbell pushes the green 'space' button. 		
CF ] Marid's Room Day One 		
CF | 		
CF | You wake in a cold sweat. The bells of Miller's Gate are ringing. 		
CF | 		
CF | Marid's Room 		
CF | Though this space of yours is small, you have done your best to 		
CF | furnish it with the comforts of home. In one corner is a dressing 		
CF | table, piled with stationery and assorted toiletries, and in another 		
CF | is the kitchenette. The only door leads back downstairs to the atrium. 		
CF | 		
CF | Far off, the bells continue to ring: four, five, six, seven. Seven in 		
CF | the morning. You're lucky you haven't overslept. You quickly get 		
CF | dressed and run through your morning routine -- Doctor Cavala will be 		
CF | waiting for you at the clinic. 		
CF | 		
CF | > 		lkcampbell says, "okay, that's it for me today, gotta cruise"
		Knight_Otu asks, "Shall we stop for the day then?"
		MoyTravis says, "Thanks for driving."
		lkcampbell says, "I think so, good place to stop"
		Knight_Otu exclaims, "Yeah, thanks for that!"
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
lkcampbell goes home. 		MoyTravis says, "I mean, end of day 1 seems like a natural enough point."
Knight_Otu says (to ClubFloyd), "cfwoasday1" 		
CF ] Marid's Room Day One 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Roger exclaims, "nice work everyone!"
		Knight_Otu says, "Good night, then, and hopefully things will go better for everyone."
		
*** SESSION TWO *** 		
		Jacqueline asks, "Hey - y'all still doing WoaS this week?"
		DavidW asks, "I assume so?"
		MoyTravis asks, "We finished Day 1, of several, probably?"
		DavidW says, "I'm hoping others continue to drive."
Knight_Otu has arrived. 		Knight_Otu says, "Hey."
lkcampbell has arrived. 		Jacqueline says, "mmkay - y'all enjoy your continuing game."
Jacqueline departs dramatically, saying, "Since I'm probably marked for death anyway, I'm going to have an oreo cookie and then a nap. See you all later, possibly on the #obits bb." 		DavidW says (to Jacqueline), "Not exactly an 'enjoyable' game."
		DavidW says, "Also ugh #obits."
		PerrySimm says (to David), "Yeah, that's why she left. She's had enough death lately."
		Knight_Otu says, "It's definitely not for everyone."
		DavidW asks, "Should we begin? Are we waiting for more arrivals?"
		Knight_Otu asks, "I think we can begin. We probably aren't on a timer for this section I guess?"
		Knight_Otu says, "So we don't necessarily need a driver yet."
		DavidW says, "I think we're exploring the town a bit, en route to a collague, if I remember correctly."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > L 		
CF | 		
CF | Marid's Room 		
CF | Though this space of yours is small, you have done your best to 		
CF | furnish it with the comforts of home. In one corner is a dressing 		
CF | table, piled with stationery and assorted toiletries, and in another 		
CF | is the kitchenette. The only door leads back downstairs to the atrium. 		
CF | 		
CF | Your bed is at the end of the room, beside the window. 		
CF | 		
CF | > 		DavidW says, "I don't have any of my old notes for this game easily available."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are 		
CF | your practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		DavidW says, "I think I only did written notes, and they might not have been filed."
		Knight_Otu says, "Oops, be back in a bit. Drive on."
		DavidW says, "yeah, I don't even see a scan copy."
DavidW says (to ClubFloyd), "look through window" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | You can see little except the view of the rooftop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x table" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | You have little need for vanity, and so use the dressing table as a 		
CF | writing desk. A mirror and some delicate drawers are the only 		
CF | concession to its original purpose. 		
CF | 		
CF | > 		lkcampbell says, "did we sleep yet or did we stop before that"
DavidW says (to ClubFloyd), "open drawers" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > OPEN DRAWERS 		
CF | 		
CF | You open the delicate drawers, revealing some folded clothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close drawers" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > CLOSE DRAWERS 		
CF | 		
CF | You close the delicate drawers. 		
CF | 		
CF | > 		DavidW says, "I don't remember."
DavidW says (to ClubFloyd), "get in bed" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > GET IN BED 		
CF | 		
CF | No, you have to report for work. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Dormitory Block Day One 		
CF | > 		
CF | > D 		
CF | 		
CF | (first opening the door to your dormitory room) 		
CF | (closing the door behind you) 		
CF | 		
CF | Dormitory Block 		
CF | You have walked the grounds of this three-storey estate long enough to 		
CF | know it by heart. Here is the faded arch, with its years of verdigris; 		
CF | here are the too-small atrium and the fountain at its center. All 		
CF | around above are innumerable domiciles, linked by crumbling stairs and 		
CF | divided by flimsy plaster walls. 		
CF | 		
CF | From here, you can go up to your dormitory room or exit the building 		
CF | to the south. 		
CF | 		
CF | The ground is littered with what must be dozens of dead pigeons. A 		
CF | char-golem is busy sweeping the carcasses into a bag, while a 		
CF | gobliness slouches beside the fountain nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pigeons" 		
CF ] Dormitory Block Day One 		
CF | > 		
CF | > X PIGEONS 		
CF | 		
CF | Each carcass is contorted strangely, as though frozen in an instant of 		
CF | convulsion. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x char-golem" 		
CF ] Dormitory Block Day One 		
CF | > 		
CF | > X CHAR-GOLEM 		
CF | 		
CF | An animated golem comprised of cast iron. The stamp on its forehead 		
CF | identifies it as property of the Council of Works. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gobliness" 		
CF ] Dormitory Block Day One 		
CF | > 		
CF | > X GOBLINESS 		
CF | 		
CF | She's dressed like an odd-job woman. The pockets of her apron are 		
CF | stuffed with work tools. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to gobliness" 		
CF ] Dormitory Block Day One 		
CF | > 		
CF | > TALK TO GOBLINESS 		
CF | 		
CF | "Good morning." 		
CF | 		
CF | "Morning, miss." She tips her cap. "Take care you don't step on one of 		
CF | them pigeons. Nasty business." 		
CF | 		
CF | You look at your feet. "Thanks for the warning." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to golem" 		
CF ] Dormitory Block Day One 		
CF | > 		
CF | > TALK TO GOLEM 		
CF | 		
CF | Golems aren't sapient. You'd sooner get a response out of a lamp-post. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Via Terminalis, West End Day One 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. From here the 		
CF | street-lamps and shop windows line the great spine of the Channelworks 		
CF | District until, shrouded in the mists of the canal, it curves out of 		
CF | sight. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west; the 		
CF | dormitory block where you live lies to the north. The rest of the 		
CF | district will have to wait until after you report for work. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Clinic Day One 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the front door of the clinic) 		
CF | (closing the door behind you) 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala's clinic is a small, unostentatious affair, neatly 		
CF | organized with little in the way of decoration. A row of chairs faces 		
CF | the prescription counter, where the medication and patient records are 		
CF | sorted in gridlike pigeonholes; further on is the consulting study, 		
CF | home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | "Good morning, Doctor," you call. But she doesn't seem to be in the 		
CF | waiting area or the consulting study. Odd; where could she have gone? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Surgery Room Day One 		
CF | > 		
CF | > N 		
CF | 		
CF | A wave of warmth washes over you as you step through the calomel 		
CF | curtain. 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, thick with quiet shadows. 		
CF | Shelves of vials and medical supplies crowd around you, leaving little 		
CF | room to misstep. A shimmering calomel curtain frames the exit to the 		
CF | south. 		
CF | 		
CF | The gurney in the center of the room is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Clinic Day One 		
CF | > 		
CF | > S 		
CF | 		
CF | A wave of warmth washes over you as you step through the calomel 		
CF | curtain. 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala's clinic is a small, unostentatious affair, neatly 		
CF | organized with little in the way of decoration. A row of chairs faces 		
CF | the prescription counter, where the medication and patient records are 		
CF | sorted in gridlike pigeonholes; further on is the consulting study, 		
CF | home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Mortuary Day One 		
CF | > 		
CF | > D 		
CF | 		
CF | You descend the steps into shadow... 		
CF | 		
CF | Mortuary 		
CF | The odor of camphor is overwhelming in this gloomy subterranean 		
CF | chamber. Shelves along the walls house organs in jars of formaldehyde. 		
CF | Deeper in, cadavers are organized in labeled niches, embalmed and 		
CF | awaiting cremation. 		
CF | 		
CF | A flight of stairs leads back up to the clinic. 		
CF | 		
CF | Doctor Cavala is here studying Reden's body with a loupe. His heart, 		
CF | lungs, and trachea are neatly laid out beside him on the slab. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x reden" 		
CF ] Mortuary Day One 		
CF | > 		
CF | > X REDEN 		
CF | 		
CF | His chest cavity has been dissected, revealing a spiderweb pattern of 		
CF | blackened blood vessels and tissues. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x heart" 		
CF ] Mortuary Day One 		
CF | > 		
CF | > X HEART 		
CF | 		
CF | Reden's organs are black and withered. You might have suspected poor 		
CF | embalming technique if it hadn't been Doctor Cavala performing the 		
CF | dissection. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to doctor" 		
CF ] Mortuary Talking to Doctor Cavala 		
CF | > 		
CF | > TALK TO DOCTOR 		
CF | 		
CF | You cough politely. "Good morning, Doctor." 		
CF | 		
CF | "Hmm? Oh." Doctor Cavala pushes up her loupe and acknowledges you with 		
CF | a nod. "Good morning, Marid. I trust you had a good night's sleep?" 		
CF | 		
CF | 1) "Um. Yes." 		
CF | 2) "I had a terrible nightmare..." 		
CF | 3) "I'd rather not talk about it." 		
CF | 		
CF | > 		DavidW asks, "1?"
		MoyTravis says, "Sure."
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Um. Yes." 		
CF | 		
CF | She sighs. "You're a terrible liar, Marid." 		
CF | 		
CF | You redden. 		
DavidW pushes the green 'space' button. 		
CF | You redden.Doctor Cavala gets to her feet, wipes off her gloves, and 		
CF | places her hand on your shoulder. 		
CF | 		
CF | "Don't worry," she says, more gently. "It's not an easy thing to go 		
CF | through. I remember the first time I lost a patient. But I promise it 		
CF | will get better." 		
DavidW pushes the green 'space' button. 		
CF | will get better."You shake your head. "I'll... I'll be fine, Doctor. 		
CF | Don't worry about me." 		
DavidW pushes the green 'space' button. 		
CF | Don't worry about me."After a pause, she nods and squeezes your 		
CF | shoulder. "Good girl." 		
DavidW pushes the green 'space' button. 		
CF | shoulder. "Good girl."Then Doctor Cavala steps back, and her 		
CF | businesslike demeanor returns. 		
DavidW pushes the green 'space' button. 		
CF | businesslike demeanor returns."The order of business today is 		
CF | twofold," she begins. "We aren't expecting many patients today, so I 		
CF | don't need you to be at the counter. Instead, I need you to run an 		
CF | errand for me." 		
DavidW pushes the green 'space' button. 		
CF | errand for me.""What sort of errand?" you ask. 		
DavidW pushes the green 'space' button. 		
CF ] Mortuary Talking to Doctor Cavala 		
CF | errand for me.""What sort of errand?" you ask.She purses her lips. 		
CF | "First, I need you to deliver the documentation of Reden's death to 		
CF | the basilica. Second, I need you to inform Reden's next of kin that he 		
CF | has passed away." 		
CF | 		
CF | 1) "How should I go about delivering the documentation?" 		
CF | 2) "Where does Reden's next of kin live?" 		
CF | 3) "What will you be doing?" 		
CF | 4) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Mortuary Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How should I go about delivering the documentation?" 		
CF | 		
CF | "It's quite straightforward." Doctor Cavala shows you a sheaf of 		
CF | papers. "I've already bundled the documents and sent word to the 		
CF | basilica by correspondence. All you have to do is pass the bundle to 		
CF | the censor's office." 		
CF | 		
CF | You rack your memory. "The basilica is next to the forum, right? 		
CF | Across the Via Terminalis bridge?" 		
CF | 		
CF | "That's right." 		
CF | 		
CF | 1) "Where does Reden's next of kin live?" 		
CF | 2) "What will you be doing?" 		
CF | 3) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Mortuary Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Where does Reden's next of kin live?" you ask. 		
CF | 		
CF | Doctor Cavala frowns. "According to my file, he has a brother in 		
CF | Riggertown by the name of Zoiro, but I don't have an address for you. 		
CF | Your best bet is to look up his name in the census records. Or you 		
CF | could ask around in Riggertown -- I understand the goblin community is 		
CF | quite tightly knit." 		
CF | 		
CF | "Is Riggertown that shanty town down the canal?" 		
CF | 		
CF | "It is. Turn right at the bridge and you'll see it." She pauses. "And 		
CF | another thing -- check whether anyone in Riggertown is exhibiting 		
CF | similar symptoms. It could help in narrowing down the cause of the 		
CF | affliction." 		
CF | 		
CF | 1) "What will you be doing?" 		
CF | 2) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Mortuary Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What will you be doing?" you ask. 		
CF | 		
CF | Doctor Cavala inclines her head at the slab. "When not receiving 		
CF | patients, you mean? I intend to spend the day studying Reden's 		
CF | affliction. I've already left correspondence for Doctor Arturus, who I 		
CF | expect shall join me in the afternoon. In the meantime, I am compiling 		
CF | observations and studying the mechanism by which Reden has died. If 		
CF | all goes well, we should be able to present our findings to the 		
CF | medical community by the end of the week." 		
CF | 		
CF | 1) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sheaf" 		
CF ] Mortuary Talking to Doctor Cavala 		
CF | > 		
CF | > X SHEAF 		
CF | 		
CF | Please choose a response from the list by typing the corresponding 		
CF | number. 		
CF | 		
CF | 1) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm on it, Doctor." 		
CF | 		
CF | She nods and presses the bundle of documentation into your hands. 		
CF | "Remember: first, deliver the documents to the basilica; second, look 		
CF | for Zoiro in Riggertown. Report back to me when you're done." 		
DavidW says (to ClubFloyd), "x documentation" 		
CF | for Zoiro in Riggertown. Report back to me when you're done.""Okay." 		
CF | 		
CF | "I'll be here if you need anything." She pauses. "Take your time. 		
CF | Consider today a break after yesterday night." 		
DavidW pushes the green 'space' button. 		
CF | Consider today a break after yesterday night.""Yes, Doctor." 		
DavidW pushes the green 'space' button. 		
CF | Consider today a break after yesterday night.""Yes, Doctor.""Run 		
CF | along." 		
DavidW pushes the green 'space' button. 		
CF | along."With that, she sits down at the slab. 		
DavidW pushes the green 'space' button. 		
CF ] Mortuary Day One 		
CF | along."With that, she sits down at the slab.(Type >inventory or 		
CF | >i to see what items you're carrying. Type >journal or 		
CF | >j to review your current objectives.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Mortuary Day One 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are a 		
CF | bundle of documents, your practitioner's badge, your scalpel, your 		
CF | purse, and an antiseptic cloth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x documents" 		
CF ] Mortuary Day One 		
CF | > 		
CF | > X DOCUMENTS 		
CF | 		
CF | Comprehensive documentation of Reden's death. It's filled out in neat 		
CF | longhand and bound with Doctor Cavala's signature. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Fourth of Aquaria, Auritum IV 		
CF | 		
CF | I've been given an opportunity to get out of the clinic and see the 		
CF | sights of the Channelworks District... but I still feel a hollowness 		
CF | inside. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Deliver the bundle of documents to the censor in the basilica 		
CF | - Find Zoiro, Reden's brother, in Riggertown 		
CF | ...by asking the censor for his address 		
CF | ...by asking around Riggertown 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | - I remember that the basilica is across the Via Terminalis bridge, 		
CF | next to the grand forum. 		
CF | - I remember that Riggertown is down the canal from the Via 		
CF | Terminalis. 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Mortuary Day One 		
CF | 		
CF | 		
CF | Mortuary 		
CF | The odor of camphor is overwhelming in this gloomy subterranean 		
CF | chamber. Shelves along the walls house organs in jars of formaldehyde. 		
CF | Deeper in, cadavers are organized in labeled niches, embalmed and 		
CF | awaiting cremation. 		
CF | 		
CF | A flight of stairs leads back up to the clinic. 		
CF | 		
CF | Doctor Cavala is here studying Reden's body with a loupe. His heart, 		
CF | lungs, and trachea are neatly laid out beside him on the slab. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Clinic Day One 		
CF | > 		
CF | > U 		
CF | 		
CF | You emerge from the darkness of the mortuary... 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala's clinic is a small, unostentatious affair, neatly 		
CF | organized with little in the way of decoration. A row of chairs faces 		
CF | the prescription counter, where the medication and patient records are 		
CF | sorted in gridlike pigeonholes; further on is the consulting study, 		
CF | home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Via Terminalis, West End Day One 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the front door of the clinic) 		
CF | (closing the door behind you) 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. From here the 		
CF | street-lamps and shop windows line the great spine of the Channelworks 		
CF | District until, shrouded in the mists of the canal, it curves out of 		
CF | sight. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, the 		
CF | dormitory block where you live lies to the north, and a gap between 		
CF | buildings hides an alley entrance to the south. The great Via 		
CF | Terminalis continues to the east. 		
CF | 		
CF | (Type >map to view a map of the Channelworks District.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Via Terminalis, West End Day One 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "map" 		
CF ] Map 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Via Terminalis, West End Day One 		
CF | 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. From here the 		
CF | street-lamps and shop windows line the great spine of the Channelworks 		
CF | District until, shrouded in the mists of the canal, it curves out of 		
CF | sight. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, the 		
CF | dormitory block where you live lies to the north, and a gap between 		
CF | buildings hides an alley entrance to the south. The great Via 		
CF | Terminalis continues to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Via Terminalis, West Street Day One 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You are adrift in the bustle of crowds and carriages, a raucous river 		
CF | that runs through the blood-vessel streets. Signage advertises a 		
CF | profusion of shops and services amid the sounds of leather rollers and 		
CF | stitching machines. In the distant mist, the Bilious Canal spills from 		
CF | the Channelworks into the heart of the city. 		
CF | 		
CF | You can follow the Via to the west, or to the southeast where it 		
CF | bridges the canal. A condemned block is visible to the north. A 		
CF | hanging banner obscures an alley to the southwest, while a footpath 		
CF | follows the canal to the south. 		
CF | 		
CF | Some civil guards are keeping vigil on the thoroughfare. Among them 		
CF | you see your friend, Horatio. 		
CF | 		
CF | > 		Knight_Otu says, "Back, and I should be caught up."
DavidW says (to ClubFloyd), "x Horatio" 		
CF ] Via Terminalis, West Street Day One 		
CF | > 		
CF | > X HORATIO 		
CF | 		
CF | Vigile Horatio is a childhood friend of yours. He's always been a bit 		
CF | dense, but you're glad to have him around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x banner" 		
CF ] Via Terminalis, West Street Day One 		
CF | > 		
CF | > X BANNER 		
CF | 		
CF | The banner is an advertisement for a night market, now three weeks out 		
CF | of date. You can't see much behind it. 		
CF | 		
CF | A carriage with drawn blinds trundles past. 		
CF | 		
CF | > 		DavidW asks, "Talk to Horatio?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "talk to Horatio" 		
CF ] Via Terminalis, West Street Talking to Horatio 		
CF | > 		
CF | > TALK TO HORATIO 		
CF | 		
CF | You smile at him. "Good morning, Horatio." 		
CF | 		
CF | He grins. "Hey, Marid. Out and about early?" 		
CF | 		
CF | 1) "I should be asking you the same thing..." 		
CF | 2) "I'm on an errand for Doctor Cavala..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Via Terminalis, West Street Talking to Horatio 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I'm on an errand for Doctor Cavala," you explain. "I'm on my way to 		
CF | deliver some documents to the basilica." 		
CF | 		
CF | "No wonder you looked like you were in a hurry," Horatio muses. "Well, 		
CF | I shan't hold you up. You do know the way, don't you?" 		
CF | 		
CF | "Even if I didn't, I'd know better than to ask you." 		
CF | 		
CF | He hangs his head. "Fair enough." 		
CF | 		
CF | 1) "How is life in the Vigiles?" 		
CF | 2) "See you soon, Horatio." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How is life in the Vigiles?" 		
CF | 		
CF | Horatio folds his arms. "I've hardly done anything. It's been nothing 		
CF | but closet-scrubbing and guard duty. I thought I'd had enough of that 		
CF | after boot camp." 		
DavidW pushes the green 'space' button. 		
CF | after boot camp.""I know the feeling." 		
DavidW pushes the green 'space' button. 		
CF ] Via Terminalis, West Street Talking to Horatio 		
CF | after boot camp.""I know the feeling.""I'm getting antsy, you know?" 		
CF | He drums his fingers on the hilt of his saber. "I want to be out there 		
CF | catching criminals and stopping burglaries, not standing around. I 		
CF | want to see some action once in a while." 		
CF | 		
CF | 1) "See you soon, Horatio." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Via Terminalis, West Street Day One 		
CF | > 		
CF | > 1 		
CF | 		
CF | "See you soon, Horatio." 		
CF | 		
CF | "You too, Marid." 		
CF | 		
CF | You hug each other goodbye, and he returns to his post. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Via Terminalis Bridge Day One 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Via Terminalis Bridge 		
CF | Here the voices and bustle wash over the arches and cobblestones. Mist 		
CF | rises from the Bilious Canal below, tarnishing the wayside statues 		
CF | green and gray, and fading into the fog and the overcast sky. 		
CF | 		
CF | The Via Terminalis stretches away to the northwest and southeast, 		
CF | while a clandestine stairway descends to the south. 		
CF | 		
CF | > 		Knight_Otu says, "Oh, Horatio, I have a feeling you'll regret saying that."
DavidW says (to ClubFloyd), "x canal" 		
CF ] Via Terminalis Bridge Day One 		
CF | > 		
CF | > X CANAL 		
CF | 		
CF | The Bilious Canal is furious and vitriolic, as befits its name. Mist 		
CF | curls from the surface of the water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bridge" 		
CF ] Via Terminalis Bridge Day One 		
CF | > 		
CF | > X BRIDGE 		
CF | 		
CF | The stones have been smoothed by decades of traffic. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Via Terminalis Junction Day One 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Via Terminalis Junction 		
CF | Traffic revolves every which way around this old-fashioned rotunda, 		
CF | tracing the ancient alchemical lines inscribed on the stonework. An 		
CF | armillary sphere rotates in the center of the junction and guides 		
CF | carriages according to its lights. 		
CF | 		
CF | The Via Terminalis runs northwest to the bridge and southeast to 		
CF | Miller's Gate. A colonnade to the north marks the entrance of the 		
CF | Channelworks. To the east lies the Turris Infinita, and to the south 		
CF | can be seen the grand forum. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Fourth of Aquaria, Auritum IV 		
CF | 		
CF | It feels good to be out and about making myself useful. Has it really 		
CF | been a week since the last time I went out on the town? Not that I 		
CF | should be going shopping at a time like this... but walking through 		
CF | the streets, seeing everyone going about their daily lives, it's 		
CF | almost enough to make me feel as though everything is going to be 		
CF | well. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Deliver the bundle of documents to the censor in the basilica 		
CF | - Find Zoiro, Reden's brother, in Riggertown 		
CF | ...by asking the censor for his address 		
CF | ...by asking around Riggertown 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | - I remember that the basilica is across the Via Terminalis bridge, 		
CF | next to the grand forum. 		
CF | - I remember that Riggertown is down the canal from the Via 		
CF | Terminalis. 		
CF | - Perhaps I could go to the Turris Infinita and pay Justinian a 		
CF | surprise visit... 		
CF | - Doctor Cavala told me to think about what I saw last night... 		
CF | - This district is so much larger than the Lake District... 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		DavidW says, "I suppose S if we want to get our errands done."
		Knight_Otu says, "Yeah."
DavidW pushes the green 'space' button. 		
CF ] Via Terminalis Junction Day One 		
CF | 		
CF | 		
CF | Via Terminalis Junction 		
CF | Traffic revolves every which way around this old-fashioned rotunda, 		
CF | tracing the ancient alchemical lines inscribed on the stonework. An 		
CF | armillary sphere rotates in the center of the junction and guides 		
CF | carriages according to its lights. 		
CF | 		
CF | The Via Terminalis runs northwest to the bridge and southeast to 		
CF | Miller's Gate. A colonnade to the north marks the entrance of the 		
CF | Channelworks. To the east lies the Turris Infinita, and to the south 		
CF | can be seen the grand forum. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Grand Forum 		
CF | This immense paved square is alive with people of all kinds: couples, 		
CF | merchants, buskers. There are children flying their paper kites and 		
CF | old men watching the clouds drift by. A brilliant mural of Furopolis 		
CF | and Solphos hovers at the heart of it all. 		
CF | 		
CF | The arch of Miller's Gate rules the east, and the curving canal 		
CF | cradles the basilica to the west. From the northern Via Terminalis 		
CF | junction, the Via Mercurii splits off and travels south. 		
CF | 		
CF | A newsboy is handing out copies of the Libri Liberi to 		
CF | passers-by. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take libri" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > TAKE LIBRI 		
CF | 		
CF | "Good morning," you say. 		
CF | 		
CF | "Morning, miss." He thrusts a newspaper into your hands. "Compliments 		
CF | of the press." 		
CF | 		
CF | "Um, thanks." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X IT 		
CF | 		
CF | The Bilious Canal is furious and vitriolic, as befits its name. Mist 		
CF | curls from the surface of the water. 		
CF | 		
CF | A prison carriage rolls past. You glimpse what looks like a squid 		
CF | through the bars before it turns a corner and is gone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x libri" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X LIBRI 		
CF | 		
CF | FEATURE: IS ANIMUS POWER ETHICAL? Cathode-bound animii produce the 		
CF | energy that sustains our civilization, yet these souls are acquired 		
CF | through the coercion of society's most deprived... 		
CF | MUTANT CULTISTS AMONG US? Witnesses have reported individuals in 		
CF | the Lower City performing rituals in contravention of the Declaration 		
CF | of Religion Act... 		
CF | SIX AUTUMN FASHION TIPS. Look your best in the coming season with 		
CF | these products and recommendations from our featured experts... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mural" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X MURAL 		
CF | 		
CF | The mural is a three-dimensional work of art magically inscribed upon 		
CF | the aether. Walking through it you see the world exquisitely captured, 		
CF | so finely detailed that you can make out the pinprick-lights of the 		
CF | constellations. There are the continents Terra Munda and Terra Nova, 		
CF | the great black sea of the Pelagus, and the four domed periochs -- 		
CF | Kardiapolis, Kreopolis, Furopolis, and Neopolis. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x neopolis" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X NEOPOLIS 		
CF | 		
CF | Neopolis is still sparse in comparison to the other periochs, but 		
CF | there is a haunting wonder to its symmetry. 		
CF | 		
CF | A couple walks past, arm in arm. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pelagus" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X PELAGUS 		
CF | 		
CF | A vast dark expanse that seems to undulate as you move around the 		
CF | mural. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x furopolis" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X FUROPOLIS 		
CF | 		
CF | The artist has magnified the image of the city so that the forty-nine 		
CF | districts are reproduced. There is the Upper Perioch with its 		
CF | breathtaking spires, and the gold-stained rows of the Lower Perioch; 		
CF | and on the boundary, caught between worlds, you see the tiny 		
CF | Channelworks District and the even tinier forum nestled within. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x kreopolis" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X KREOPOLIS 		
CF | 		
CF | Massive with its multiple domes, and ensconced amid the mountains. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x kardiapolis" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X KARDIAPOLIS 		
CF | 		
CF | At this scale, the capital city looks like a fairy-tale palace on the 		
CF | ocean. 		
CF | 		
CF | Some young men walk past, pointing and laughing at something out of 		
CF | sight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x basilica" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > X BASILICA 		
CF | 		
CF | An imposing gothic hall. Petitioners trickle in and out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basilica Day One 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basilica 		
CF | Footsteps and whispers echo through these high-vaulted halls. The 		
CF | aisles on either side are lined with the doorways of countless 		
CF | clerical offices, and surrounding the raised chancel are the seats of 		
CF | the Magistrates' Court. The exit is to the east. 		
CF | 		
CF | Nearby is the censor -- but he appears to have fallen asleep at his 		
CF | desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wake censor" 		
CF ] Basilica Day One 		
CF | > 		
CF | > WAKE CENSOR 		
CF | 		
CF | Yes, but how? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x censor" 		
CF ] Basilica Day One 		
CF | > 		
CF | > X CENSOR 		
CF | 		
CF | A middle-aged man with a receding hairline. He's slumped over his 		
CF | desk, fast asleep. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch censor" 		
CF ] Basilica Day One 		
CF | > 		
CF | > TOUCH CENSOR 		
CF | 		
CF | You tickle the censor's forehead and nose. He shifts and groans a 		
CF | little, and furrows his brow in his sleep. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to censor" 		
CF ] Basilica Day One 		
CF | > 		
CF | > TALK TO CENSOR 		
CF | 		
CF | "Excuse me?" 		
CF | 		
CF | The censor snores by way of response. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shake censor" 		
CF ] Basilica Day One 		
CF | > 		
CF | > SHAKE CENSOR 		
CF | 		
CF | You grab the censor's shoulders and give him a firm couple of shakes. 		
CF | 		
CF | He sniffs. He sighs. And then he keels over and resumes snoring. 		
CF | 		
CF | > 		DavidW says, "yell"
DavidW says (to ClubFloyd), "yell" 		
CF ] Basilica Talking to the censor 		
CF | > 		
CF | > YELL 		
CF | 		
CF | You take a deep breath and yell, "Censor, in the name of Earth, Water, 		
CF | Fire, Air, Natron, Mercury, and Sulfur, would you kindly. Wake. 		
CF | Up!" 		
CF | 		
CF | There is a very long silence. 		
CF | 		
CF | The censor is wide awake now. He scrambles to a seated position, 		
CF | staring at you all the while. 		
CF | 		
CF | "Er," he says. "Um." 		
CF | 		
CF | 1) <Clear your throat.> 		
CF | 2) "Sorry..." 		
CF | 		
CF | > 		Knight_Otu says, "What a sound sleeper."
DavidW says (to ClubFloyd), "2" 		
CF ] Basilica Talking to the censor 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Sorry," you say, a little sheepishly. "It's just that you were asleep 		
CF | at your desk, and..." 		
CF | 		
CF | The censor turns red. "Of course, of course. Let's not speak of that. 		
CF | Entirely understandable. On to business." He adjusts his collar and 		
CF | puffs out his chest. "Censor Provis at your service, miss. What can I 		
CF | do for you today?" 		
CF | 		
CF | 1) "I have documents from Doctor Cavala's clinic..." 		
CF | 2) "I need the address of a Channelworks District citizen..." 		
CF | 		
CF | > 		MoyTravis says, "lol that did it"
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I have documents from Doctor Cavala's clinic regarding the death of a 		
CF | Channelworks District citizen," you say. "A middle-aged goblin man by 		
CF | the name of Reden." 		
CF | 		
CF | You hand the bundle of documents to the censor, who regards it with an 		
CF | appraising eye. 		
CF | 		
CF | "Let me see." He breaks the seal and quickly scans the contents. "Yes. 		
CF | Hmm. Unfortunate, this. Not to worry. All shall be in order..." 		
DavidW pushes the green 'space' button. 		
CF | Hmm. Unfortunate, this. Not to worry. All shall be in order..."The 		
CF | censor's gaze pauses on one section of the report. He reads it -- 		
CF | rereads it. 		
DavidW pushes the green 'space' button. 		
CF | rereads it."Hmm!" he says. "Well excuse me! An unknown 		
CF | disease? Hmm! Now this is highly irregular. Highly irregular. I will 		
CF | have to contact my superiors." 		
DavidW pushes the green 'space' button. 		
CF | have to contact my superiors."He puts a big red stamp on the bundle 		
CF | and files it away in a clattering of drawers, muttering to himself all 		
CF | the while. At last he pats the desk and nods with an air of 		
CF | self-importance. 		MoyTravis asks, "Is Natron, like, an actual ancient Thing or just a word in this universe?"
DavidW pushes the green 'space' button. 		
CF ] Basilica Talking to the censor 		
CF | self-importance."Very good, miss," he says. "Thank you for bringing 		
CF | this to our attention. Now was there anything else you needed?" 		
CF | 		
CF | 1) "I need the address of a Channelworks District citizen..." 		
CF | 2) "Nothing, thank you." 		
CF | 		
CF | > 		MoyTravis says, "It is apparently a natural mineral salt."
		DavidW says, "I don't know what a natron is, but I think it's real, yes."
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I need the address of a Channelworks District citizen. His name is 		
CF | Zoiro." 		
CF | 		
CF | The censor furrows his brow. "Right then," he says. "Just a moment. 		
CF | Wait here, if you please." 		
CF | 		
CF | He gets up and vanishes into one of the side doorways of the basilica, 		
CF | muttering a stream of incomprehensible jargon involving coordinates 		
CF | and street names. You hear the sounds of wooden scroll cases being 		
CF | rifled through, and furtive frantic consultations among the clerks. 		Knight_Otu says, "It is a very alchemical world in any case."
DavidW pushes the green 'space' button. 		
CF | rifled through, and furtive frantic consultations among the 		
CF | clerks.After an appreciable wait, he emerges from the doorway 		
CF | flush-faced and triumphant. 		
DavidW pushes the green 'space' button. 		
CF | flush-faced and triumphant."Seventh on Layabout Row," he proclaims, 		
CF | "Upper Riggertown. Property under the name of Zoiro and Koriph. And 		
CF | his place of employment, which I've taken the liberty to look up, is 		
CF | the Riggertown Mechanistry. Here, let me write it down for you --" 		
DavidW pushes the green 'space' button. 		
CF ] Basilica Talking to the censor 		
CF | the Riggertown Mechanistry. Here, let me write it down for you --"He 		
CF | scribbles on a scrap of paper, hands it to you, and sits back down at 		
CF | his desk looking eminently satisfied. 		
CF | 		
CF | "There we go," he says. "Now was there anything else you needed?" 		
CF | 		
CF | 1) "Nothing, thank you." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Basilica Day One 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Nothing, thank you." 		
CF | 		
CF | The censor beams. "Have a good day, miss. Per radium sophia." 		
CF | 		
CF | You step away from the censor's desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Basilica Day One 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are a 		
CF | note with Zoiro's address, today's copy of the Libri Liberi, 		
CF | your practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x note" 		
CF ] Basilica Day One 		
CF | > 		
CF | > X NOTE 		
CF | 		
CF | It's the scrap of paper the censor gave you. It reads: 		
CF | 		
CF | Home address: VII Layabout Row, Upper Riggertown 		
CF | Employment address: Riggertown Mechanistry, Upper Riggertown 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Grand Forum Day One 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Grand Forum 		
CF | This immense paved square is alive with people of all kinds: couples, 		
CF | merchants, buskers. There are children flying their paper kites and 		
CF | old men watching the clouds drift by. A brilliant mural of Furopolis 		
CF | and Solphos hovers at the heart of it all. 		
CF | 		
CF | The arch of Miller's Gate rules the east, and the curving canal 		
CF | cradles the basilica to the west. From the northern Via Terminalis 		
CF | junction, the Via Mercurii splits off and travels south. 		
CF | 		
CF | A newsboy is handing out copies of the Libri Liberi to 		
CF | passers-by. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Via Mercurii Day One 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Via Mercurii 		
CF | The Road of Change is a snaking, secretive thing. It curls in the side 		
CF | streets and in the dark places. Here along the canal, the opulence of 		
CF | the Upper Perioch peels away to reveal midnight hues and scarlet 		
CF | lamps, cabarets and pawnbrokers and establishments of ill repute -- 		
CF | but for now, at least, they slumber in the daylight. 		
CF | 		
CF | To the north is the grand forum, vibrant and lively, while to the 		
CF | south the Shanty Quarter begins. 		
CF | 		
CF | A fortune-teller is plying his trade by the road. As you pass him, he 		
CF | meets your gaze and beckons you with a smile. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to teller" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > TALK TO TELLER 		
CF | 		
CF | You approach the fortune-teller's table. 		
CF | 		
CF | "Hello," you offer. 		
CF | 		
CF | "Good afternoon, young one." His accent is disarming. "Have you come 		
CF | in search of answers?" 		
CF | 		
CF | 1) "I have." 		
CF | 2) "I came because you beckoned me." 		
CF | 3) "I was curious." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I was curious." 		
CF | 		
CF | "Ah, curiosity. I can hardly fault you. It's only natural to be 		
CF | curious about a tradition such as mine." 		
CF | 		
CF | The fortune-teller spreads his hands, and the deck of cards seems to 		
CF | fly apart and flow into itself. 		
CF | 		
CF | "I am a reader of messages, of portents. We often ask -- What should I 		
CF | do? Where will I go? The cards can show us all these things and more." 		
CF | 		
CF | 1) "I've never seen cards like these before." 		
CF | 2) "How does it work?" 		
CF | 3) "Do you get many patrons?" 		
CF | 4) "I'd like a reading." 		
CF | 5) "Perhaps another time." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I've never seen cards like this before." 		
CF | 		
CF | The fortune-teller nods enigmatically, and slowly riffles the deck for 		
CF | you to see. The card backs are baroque, inlaid with gold, brilliant 		
CF | with light as they collapse inward. 		
CF | 		
CF | "The Aubedore," he murmurs. "The lost art. Here, you may not have 		
CF | heard of it. But the tradition exists, and I assure you that it is 		
CF | real." 		
CF | 		
CF | 1) "What did you mean by 'the lost art?'" 		
CF | 2) "How does it work?" 		
CF | 3) "Do you get many patrons?" 		
CF | 4) "I'd like a reading." 		
CF | 5) "Perhaps another time." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What did you mean by 'the lost art?'" you ask. 		
CF | 		
CF | He only smiles. "Perhaps I've said too much. A magician can only 		
CF | reveal so many secrets." 		
CF | 		
CF | 1) "How does it work?" 		
CF | 2) "Do you get many patrons?" 		
CF | 3) "I'd like a reading." 		
CF | 4) "Perhaps another time." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How does it work?" 		
CF | 		
CF | The fortune-teller holds the cards close to his chest. "The strings of 		
CF | fate -- but perhaps you know them better as the chains of causality. 		
CF | They are intimately connected to all things in ways you can't imagine. 		
CF | By shuffling the cards, I am attuning them to your past, present, and 		
CF | future, to the parallels and possibilities." 		
CF | 		
CF | 1) "I don't believe in fate." 		
CF | 2) "Do you get many patrons?" 		
CF | 3) "I'd like a reading." 		
CF | 4) "Perhaps another time." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Do you get many patrons?" you ask. 		
CF | 		
CF | "Many," the fortune-teller replies. "I've told the fortunes of the 		
CF | rich and poor, young and old. They all sought answers in their 		
CF | lifetime, and the cards helped them discover the way." 		
CF | 		
CF | 1) "I don't believe in fate." 		
CF | 2) "I'd like a reading." 		
CF | 3) "Perhaps another time." 		
CF | 		
CF | > 		DavidW asks, "Do we want a reading?"
		Knight_Otu says, "I have a feeling this could be a hint mechanic, but sure."
DavidW says (to ClubFloyd), "2" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I'd like a reading," you say cautiously. 		
CF | 		
CF | "Very well," he replies. "Please, sit down. What question do you wish 		
CF | to ask the Fates?" 		
CF | 		
CF | You take your seat at the table, facing the fortune-teller. After a 		
CF | long moment, you give your answer. 		
CF | 		
CF | 1) "There's a boy I like..." 		
CF | 2) "A man died in the clinic where I work..." 		
CF | 3) "I've been having nightmares..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "A man died in the clinic where I work. I want to know what happened 		
CF | to him." 		
CF | 		
CF | The fortune-teller's smile fades, and he nods more seriously. 		
CF | 		
CF | "You pose me a sober question, my friend," he says. "I will endeavor 		
CF | to ask the cards on your behalf. Let's see what the River pattern has 		
CF | to tell us about your patient." 		
CF | 		
CF | He upturns his hand. Cards slide off the deck and onto the table in a 		
CF | flowing line. With his other hand, he turns the path of the cascade 		
CF | until a curving tangent has been formed. 		
DavidW pushes the green 'space' button. 		
CF | until a curving tangent has been formed."The River flows from the 		
CF | source," he says, "through the upper course and the bend, into the 		
CF | lower course and the delta. Here, the tributary is fed by the lake." 		
DavidW pushes the green 'space' button. 		
CF | lower course and the delta. Here, the tributary is fed by the lake."He 		
CF | gestures to each of the face-down cards in sequence. 		
DavidW pushes the green 'space' button. 		
CF | gestures to each of the face-down cards in sequence."Now we will 		
CF | reveal the cards, one by one, and see what they reveal about the flow 		
CF | of causality." 		
DavidW pushes the green 'space' button. 		
CF | of causality."His gold-gloved hand hovers over the source. 		
DavidW pushes the green 'space' button. 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | of causality."His gold-gloved hand hovers over the source."Shall we 		
CF | begin?" 		
CF | 		
CF | 1) <Watch him reveal the upper river.> 		
CF | 		
CF | > 		
DavidW pushes the green 'space' button. 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 		
CF | 		
CF | Please choose a response from the list by typing the corresponding 		
CF | number. 		
CF | 		
CF | 1) <Watch him reveal the upper river.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You nod. The fortune-teller touches the source, and brings it to 		
CF | light. 		
DavidW pushes the green 'space' button. 		
CF | light.The illustration is of an ancient forge, immaculately detailed 		
CF | and filled with artifacts of esoteric design. You see swords and cups, 		
CF | cloaks and crowns. But in front and center, set above the rest, is a 		
CF | band of purest, most exalted gold. 		
DavidW pushes the green 'space' button. 		
CF | band of purest, most exalted gold."The Ring," says the fortune-teller. 		
CF | "The most brilliant of the Fixtures. The source was a device, or 		
CF | perhaps a discovery, that possessed vast potential." 		
DavidW pushes the green 'space' button. 		
CF | perhaps a discovery, that possessed vast potential."The next card is 		
CF | upside down, and all you can make out is a crowded and colorful 		
CF | vignette. But in the center, almost unnoticeable, is one stooped 		
CF | figure devoid of color. 		
DavidW pushes the green 'space' button. 		
CF | figure devoid of color."The Servant. The lowliest in the realm of the 		
CF | court, so humble as to go unnoticed. But it is inverted; I dare say 		
CF | your patient drew unexpected attention, for good or for ill." 		
DavidW pushes the green 'space' button. 		
CF | your patient drew unexpected attention, for good or for ill."The third 		
CF | card bears a young woman's face in stark definition, with blue eyes 		
CF | eerily like your own, but with only pale skin where her mouth should 		
CF | have been. You involuntarily touch your lips. 		
DavidW pushes the green 'space' button. 		
CF | have been. You involuntarily touch your lips.The fortune-teller shakes 		
CF | his head. "The bend is the Mute. The event, then, the death, had to do 		
CF | with silence. But did your patient die because he did not speak out... 		
CF | or was he killed to ensure he never did?" 		
DavidW pushes the green 'space' button. 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | or was he killed to ensure he never did?"He purses his lips. 		
CF | 		
CF | "Let us take a step back, and see if the tributary sheds light on the 		
CF | mystery." 		
CF | 		
CF | 1) <Watch him reveal the tributary.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | He reveals the card, and it turns out to be an idyllic scene of the 		
CF | land before the Darkening, a picture of a forest with green trees and 		
CF | blue skies. In its center is a body of still and silvery water. 		
DavidW pushes the green 'space' button. 		
CF | blue skies. In its center is a body of still and silvery water."The 		
CF | Pond," says the fortune-teller. "It represents a place far from 		
CF | civilization where one can reflect and find reflection. It is the 		
CF | indirect cause -- could the discovery have been made in such a place? 		
CF | The place your patient drew attention? Or did he not speak out because 		
CF | civilization would not have heard him?" 		
DavidW pushes the green 'space' button. 		
CF | civilization would not have heard him?"You frown. "I came here for 		
CF | answers, not more questions." 		
DavidW pushes the green 'space' button. 		
CF | answers, not more questions.""I am sorry you feel that way, my 		
CF | friend," he replies. "I can only convey what I can see with my own 		
CF | eyes, and what the cards see fit to provide. The Fates can be 		
CF | temperamental even at the best of times. 		
DavidW pushes the green 'space' button. 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | temperamental even at the best of times."But look! There are still 		
CF | three cards we have not revealed." 		
CF | 		
CF | 1) <Watch him reveal the rest of the river.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "We have seen what has come to pass," he says, reaching for the lake. 		
CF | "Now we see what could have been..." 		
DavidW pushes the green 'space' button. 		
CF | "Now we see what could have been..."The card bears the image of an old 		
CF | woman in a dungeon. She is strung up by iron manacles and horribly 		
CF | withered, with her emaciation illustrated in exacting detail. 		
DavidW pushes the green 'space' button. 		
CF | withered, with her emaciation illustrated in exacting detail."The 		
CF | Manacles." A grimace. "If not for your patient's death, someone would 		
CF | have been imprisoned. Yes, an unpleasant picture is beginning to 		
CF | emerge..." 		
DavidW pushes the green 'space' button. 		
CF | emerge..."The fortune-teller turns over the lower course, revealing it 		
CF | to be another dark and disturbing illustration; but upside-down, so 		
CF | that you can only see a bone-white figure. 		
DavidW pushes the green 'space' button. 		
CF | that you can only see a bone-white figure."Ah!" he declares. "The 		
CF | Ghost appears, but inverted. The dire message it brings is not heard, 		
CF | and the course of fate is not changed. And that brings us to our final 		
CF | card, the delta --" 		
DavidW pushes the green 'space' button. 		
CF | card, the delta --"The delta is a storm at sea, heaving with 		
CF | rain-lashed ships and alive with forked lightning. Above all in the 		
CF | pitch-black sky is a terrible sphere that can only be the 		
CF | Luna. 		
DavidW pushes the green 'space' button. 		
CF | Luna.The fortune-teller sets the card down. 		
DavidW pushes the green 'space' button. 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | Luna.The fortune-teller sets the card down."The Tempest," he 		
CF | whispers. "The future will be filled with change and turmoil. It could 		
CF | be in many years, or it could be tomorrow. And all because of a humble 		
CF | man who drew the wrong attention -- and was silenced." 		
CF | 		
CF | A long pause. 		
CF | 		
CF | 1) "...I see." 		
CF | 2) "Are you sure?" 		
CF | 3) "I hope you aren't expecting me to believe this drivel." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Are you sure?" you ask. 		
CF | 		
CF | He nods. "It is what the Fates have shown me." 		
CF | 		
CF | 1) "...I see." 		
CF | 2) "I don't believe in fate." 		
CF | 3) "I hope you aren't expecting me to believe this drivel." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "...I see," you say at last. 		
CF | 		
CF | He is still and pensive. The wind grasps his hood, making its edges 		
CF | billow. 		
DavidW pushes the green 'space' button. 		
CF | billow.At length, he places a hand on his deck. His eyes flicker to 		
CF | it; his lips twitch. Then he picks up his cards, one by one, and 		
CF | shuffles them away and out of sight. 		
DavidW pushes the green 'space' button. 		
CF ] Via Mercurii Talking to the fortune-teller 		
CF | shuffles them away and out of sight."I should go," he murmurs. "I have 		
CF | other places to be." 		
CF | 		
CF | 1) "Goodbye." 		
CF | 2) "Wait..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Wait..." 		
CF | 		
CF | He gets to his feet. You rise, your mind buzzing with questions. 		
CF | "Wait!" you cry. "Wait..." 		
DavidW pushes the green 'space' button. 		
CF | "Wait!" you cry. "Wait...""Goodbye," he says. "Live on, my friend. 		
CF | Live well." 		
DavidW pushes the green 'space' button. 		
CF | Live well."And he vanishes with a whirl of his cloak, leaving only a 		
CF | whiff of incense on the wind. 		
DavidW pushes the green 'space' button. 		
CF ] Via Mercurii Day One 		
CF | whiff of incense on the wind.It's a while before you notice the sounds 		
CF | of the city around you again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Via Mercurii Day One 		
CF | > 		
CF | > L 		
CF | 		
CF | Via Mercurii 		
CF | The Road of Change is a snaking, secretive thing. It curls in the side 		
CF | streets and in the dark places. Here along the canal, the opulence of 		
CF | the Upper Perioch peels away to reveal midnight hues and scarlet 		
CF | lamps, cabarets and pawnbrokers and establishments of ill repute -- 		
CF | but for now, at least, they slumber in the daylight. 		
CF | 		
CF | To the north is the grand forum, vibrant and lively, while to the 		
CF | south the Shanty Quarter begins. 		
CF | 		
CF | The divining table sits vacant by the road. 		
CF | 		
CF | A dozen goblins meander down the street, chatting loudly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x table" 		
CF ] Via Mercurii Day One 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | A simple tin-framed table with two matching chairs. 		
CF | 		
CF | > 		Knight_Otu says, "Gee, thanks, wizard."
DavidW says (to ClubFloyd), "s" 		
CF ] Via Mercurii Day One 		
CF | > 		
CF | > S 		
CF | 		
CF | The cobblestones grow crooked and broken underfoot. The buildings 		
CF | crowd inward until they blot out the darkening sky. You hesitate. 		
CF | 		
CF | Is there really no other way? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Via Mercurii Day One 		
CF | > 		
CF | > W 		
CF | 		
CF | The grand forum is to the north, and the Shanty Quarter is to the 		
CF | south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | With a deep breath, you press onward. 		
CF | 		
CF | Shanty Quarter 		
CF | No words can describe this place. It is claustrophobic, oppressive, a 		
CF | place where light does not reach. The air is heavy with the stench of 		
CF | offal and waste, and other things better left unimagined -- and you 		
CF | are hemmed in by ropes, walled off by concrete, entombed with the 		
CF | walking dead. 		
DavidW pushes the green 'space' button. 		
CF ] Shanty Quarter Day One 		
CF | walking dead.You instinctively take a step back, only to bump into a 		
CF | wall. You turn around and see a labyrinth of crawlspaces and ladders 		
CF | and rag curtains. 		
CF | 		
CF | You are lost. 		
CF | 		
CF | > 		Knight_Otu says, "Uh oh."
DavidW says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | You wander blindly... 		
CF | 		
CF | Deeper, Darker 		
CF | And you cannot find your way. All is awash in the spectral light of 		
CF | broken cathode lamps, and in the shadows phantasmagoria creeps. 		
CF | Frightened children eye you from the rooftops. Rats are strung up like 		
CF | hanged men. 		
DavidW pushes the green 'space' button. 		
CF | hanged men.You walk through a broken arch and someone grabs your arm. 		
CF | The point of a knife touches your back. 		
DavidW pushes the green 'space' button. 		
CF ] Shanty Quarter Talking to a stranger 		
CF | The point of a knife touches your back."Don't scream," says a cracked 		
CF | and leathery voice. "I'll kill you if you scream." 		
CF | 		
CF | 1) <Scream.> 		
CF | 2) <Remain silent.> 		
CF | 3) "What do you want?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Shanty Quarter Talking to a stranger 		
CF | > 		
CF | > 3 		
CF | 		
CF | "What do you want?" 		
CF | 		
CF | The knife blade pushes deeper into your jacket. You're forced up 		
CF | against a wall. The bricks are hard and cold. 		
CF | 		
CF | "I want your money. All of it. Now." 		
CF | 		
CF | 1) <Scream.> 		
CF | 2) <Try to grab the knife.> 		
CF | 3) "Okay..." <Take out your purse.> 		
CF | 4) "Okay..." <Take out your scalpel.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "4" 		
CF | > 		
CF | > 4 		
CF | 		
CF | "Okay," you say. "I'm -- I'm getting my purse. Please don't hurt me." 		
CF | 		
CF | You reach into your jacket. The knife point trembles -- his hands are 		
CF | shaking. You feel for the familiar weight... 		
DavidW pushes the green 'space' button. 		
CF | shaking. You feel for the familiar weight..."Hey," a different voice 		
CF | says. "The girl... doesn't she, doesn't she look familiar?" 		
DavidW pushes the green 'space' button. 		
CF | says. "The girl... doesn't she, doesn't she look familiar?""I don't 		
CF | know what you're talking about," your assailant growls. 		
CF | 		
CF | "No. Look. I swear she's the girl from the clinic. The Doc's 		
CF | clinic. She's got the tattoos and everything --" 		
DavidW pushes the green 'space' button. 		
CF | clinic. She's got the tattoos and everything --"The knife recedes. 		
CF | 		
CF | "Oh Primes." The voice sounds panicked. "Oh Primes. I'm sorry. We 		
CF | didn't know. Please don't --" 		
CF | 		
CF | "Please don't tell anyone. We just --" 		
CF | 		
CF | "Don't tell the Doc --" 		
DavidW pushes the green 'space' button. 		
CF ] Shanty Quarter Day One 		
CF | "Don't tell the Doc --"They take off at a run. Their footsteps vanish 		
CF | into the crowd, into the din of the underworld. 		
CF | 		
CF | You are alone once more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Shanty Quarter Day One 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are a 		
CF | note with Zoiro's address, today's copy of the Libri Liberi, 		
CF | your practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Shanty Quarter Day One 		
CF | > 		
CF | > L 		
CF | 		
CF | Deeper, Darker 		
CF | And you cannot find your way. All is awash in the spectral light of 		
CF | broken cathode lamps, and in the shadows phantasmagoria creeps. 		
CF | Frightened children eye you from the rooftops. Rats are strung up like 		
CF | hanged men. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Shanty Quarter Day One 		
CF | > 		
CF | > S 		
CF | 		
CF | Among the Lost 		
CF | There are so many people here. Mothers. Daughters. You see goblin boys 		
CF | fighting over scraps, and mutant children with two mouths and nothing 		
CF | to eat. You push through the crowd and they barely even notice your 		
CF | presence, so lost are they in their own suffering. 		
CF | 		
CF | You find yourself suddenly set upon by a legion of beggars, grabbing 		
CF | at your trousers, thrusting empty hats into your face, baying like 		
CF | starving dogs. 		
CF | 		
CF | > 		Knight_Otu says, "Well. Doc has a reputation here."
DavidW says (to ClubFloyd), "talk to beggars" 		
CF ] Shanty Quarter Talking to the beggars 		
CF | > 		
CF | > TALK TO BEGGARS 		
CF | 		
CF | 		
CF | 1) "Leave me alone!" 		
CF | 2) <Give them some money.> 		
CF | 3) <Never mind.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Shanty Quarter Day One 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Leave me alone!" you cry. 		
CF | 		
CF | But they don't hear you. All they see is a rich stranger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | You flee from them... 		
DavidW pushes the green 'space' button. 		
CF | You flee from them...## Into the Fire 		
CF | A rubbish fire, roaring and acrid and unmistakably fecal. The flames 		
CF | are green and blue from alchemical decomposition, and dead bodies feed 		
CF | the fire and stoke its insatiable hunger with their animii. 		
DavidW pushes the green 'space' button. 		
CF ] Shanty Quarter Day One 		
CF | the fire and stoke its insatiable hunger with their animii.You sink to 		
CF | your knees. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Shanty Quarter Day One 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Into the Fire 		
CF | A rubbish fire. The green and blue flames lick at your jacket and 		
CF | sting your eyes raw with tears. 		
CF | 		
CF | But somewhere far to the west, you think you see sunlight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | You get to your feet. 		
DavidW pushes the green 'space' button. 		
CF | You get to your feet.Unsteadily, you walk. 		
DavidW pushes the green 'space' button. 		
CF | You get to your feet.Unsteadily, you walk.You close your eyes. 		
DavidW pushes the green 'space' button. 		
CF | You get to your feet.Unsteadily, you walk.You close your eyes.You keep 		
CF | walking. 		
DavidW pushes the green 'space' button. 		
CF | walking.You don't stop until you feel the sun on your face once more. 		
DavidW pushes the green 'space' button. 		
CF ] Cadaver Walk Day One 		
CF | walking.You don't stop until you feel the sun on your face once 		
CF | more.## Cadaver Walk 		
CF | You've emerged out onto a bridge, if it can be called that: a 		
CF | haphazard assortment of ropes, planks, chains, warning signs, layers 		
CF | upon layers bound up in incomprehensible knots. Below the lines trail 		
CF | where they have snapped and never been repaired, and the Bilious Canal 		
CF | gobbles them up as they descend. 		
CF | 		
CF | Riggertown is to the west, while the Shanty Quarter is to the east. 		
CF | 		
CF | > 		
Roger has arrived. 		
DavidW says (to ClubFloyd), "w" 		
CF ] Riggertown, Lower Level Day One 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Riggertown, Lower Level 		
CF | This peculiarly goblin neighborhood bristles with mechanical-chymical 		
CF | detritus. There are twisty catwalks made for childlike feet, and 		
CF | sheet-metal shacks you must stoop to enter. Here and there in the 		
CF | shadow of the upper landing, neon lamps glow and windchimes tinkle 		
CF | like laughter. 		
CF | 		
CF | You can climb a ladder up to the next level, wander among the shacks 		
CF | to the west, or cross the canal east by way of Cadaver Walk. 		
CF | 		
CF | A scruffy old goblin sits on a post, chewing on a golden stick and 		
CF | watching the midday crowd. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to goblin" 		
CF ] Riggertown, Lower Level Talking to the scruffy old goblin 		
CF | > 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | (the scruffy old goblin) 		
CF | The old goblin raises an eyebrow as you approach. He pops the 		
CF | half-chewed stick out of his mouth. 		
CF | 		
CF | "Something on your mind, girlie?" 		
CF | 		
CF | 1) "Good afternoon, sir." 		
CF | 2) "What's that you're chewing on?" 		
CF | 3) "Has anyone in Riggertown come down with a mysterious illness 		
CF | recently?" 		
CF | 4) "Nothing, sorry." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Riggertown, Lower Level Talking to the scruffy old goblin 		
CF | > 		
CF | > 2 		
CF | 		
CF | "What's that you're chewing on?" 		
CF | 		
CF | "This?" He holds up the half-chewed stick. "It's a stick of gold. I'm 		
CF | sucking on it, see? Brings out the flavor." 		
CF | 		
CF | "Oh." 		
CF | 		
CF | "Yeah." 		
CF | 		
CF | 1) "I'm curious. What does gold taste like?" 		
CF | 2) "By the way, I never caught your name." 		
CF | 3) "Has anyone in Riggertown come down with a mysterious illness 		
CF | recently?" 		
CF | 4) "I'll be back soon." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Riggertown, Lower Level Talking to the scruffy old goblin 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm curious," you remark. "What does gold taste like?" 		
CF | 		
CF | "Ah," he says. "Now there's a fine question. Metals, see, all of them 		
CF | have got different flavors. You're a doctor, ain't you?" 		
CF | 		
CF | 1) "Um, yes." 		
CF | 2) "Um, no." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Riggertown, Lower Level Talking to the scruffy old goblin 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Um, no." 		
CF | 		
CF | "No?" His ears droop. "I thought I had you figured from your jacket. 		
CF | Anyway -- you've surely heard of the metal correspondences, yes? Lead 		
CF | to yellow bile, tin to blood, iron to black bile? It tastes just like 		
CF | that. You can taste them like a bouquet on your tongue -- the 		
CF | correspondences, the extremes." 		
CF | 		
CF | 1) "That doesn't sound very palatable." 		
CF | 2) "So what does gold taste like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Riggertown, Lower Level Talking to the scruffy old goblin 		
CF | > 		
CF | > 2 		
CF | 		
CF | "So what does gold taste like?" 		
CF | 		
CF | "Gold, you ask?" The goblin leans forward with shining eyes. "Gold is 		
CF | different from all of them. Gold corresponds to the heart. 		
CF | Tasting it is like tasting the sun, the soul. Biting 		
CF | down on a freshly transmuted nugget -- ah! Now that, I dare say, is a 		
CF | feast fit for a king." 		
CF | 		
CF | 1) "That's... very interesting." 		
CF | 2) "Is it healthy to be snacking on gold like this?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Riggertown, Lower Level Talking to the scruffy old goblin 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Is it healthy to be snacking on gold like this?" 		
CF | 		
CF | He shrugs. "You tell me, Doc." 		
CF | 		
CF | "I -- I already told you, I'm not a doctor..." 		
CF | 		
CF | "So it is, so it is. Healthful, not healthful -- who's counting? Not 		
CF | me, that's for certain." 		
CF | 		
CF | He takes another bite out of his stick, and grins a toothy grin. 		
CF | 		
CF | 1) "By the way, I never caught your name." 		
CF | 2) "Has anyone in Riggertown come down with a mysterious illness 		
CF | recently?" 		
CF | 3) "I'll be back soon." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Riggertown, Lower Level Talking to Donti 		
CF | > 		
CF | > 1 		
CF | 		
CF | "By the way, I never caught your name." 		
CF | 		
CF | His lips curl wryly. "Never caught yours either." 		
CF | 		
CF | "Um... I'm Marid," you say. "Marid Orpheia." 		
CF | 		
CF | "Well, I'm Donti," he says. "Just Donti. Good afternoon to you, Marid 		
CF | Orpheia." 		
CF | 		
CF | 1) "Has anyone in Riggertown come down with a mysterious illness 		
CF | recently?" 		
CF | 2) "Talk to you later, Donti." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Has anyone in Riggertown come down with a mysterious illness 		
CF | recently?" you ask. 		
CF | 		
CF | "Eh?" Donti frowns. "What kind of illness?" 		
CF | 		
CF | You briefly elucidate the symptoms, and a black look comes over his 		
CF | face. 		
DavidW pushes the green 'space' button. 		
CF | face."Talk about a nasty business," he remarks. "No, I can't say I've 		
CF | ever come across something like that before, and I don't know anyone 		
CF | who has. But I'll keep an eye out, and I'll spread the word for you. 		
CF | You'll know if someone so much as sneezes in this town, so it is." 		
DavidW pushes the green 'space' button. 		
CF | You'll know if someone so much as sneezes in this town, so it 		
CF | is.""That would be a great help," you say. "Thank you." 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown, Lower Level Talking to Donti 		
CF | is.""That would be a great help," you say. "Thank you.""Don't mention 		
CF | it. Just doing what I can." 		
CF | 		
CF | 1) "Talk to you later, Donti." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Riggertown, Lower Level Day One 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Talk to you later, Donti." 		
CF | 		
CF | "Good health to you." 		
CF | 		
CF | He waves you off and goes back to chewing on his stick. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Fourth of Aquaria, Auritum IV 		
CF | 		
CF | The poorest parts of the district have been an ordeal to walk through, 		
CF | but the worst has finally passed. After everything that I've seen 		
CF | today, having to break the news of Reden's death... somehow doesn't 		
CF | seem as bad. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Find Zoiro, Reden's brother, in Riggertown 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | - I learned that Zoiro lives on Layabout Row, in Upper Riggertown, and 		
CF | works at the Riggertown Mechanistry. 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown, Lower Level Day One 		
CF | 		
CF | 		
CF | Riggertown, Lower Level 		
CF | This peculiarly goblin neighborhood bristles with mechanical-chymical 		
CF | detritus. There are twisty catwalks made for childlike feet, and 		
CF | sheet-metal shacks you must stoop to enter. Here and there in the 		
CF | shadow of the upper landing, neon lamps glow and windchimes tinkle 		
CF | like laughter. 		
CF | 		
CF | You can climb a ladder up to the next level, wander among the shacks 		
CF | to the west, or cross the canal east by way of Cadaver Walk. 		
CF | 		
CF | Donti is sitting on his usual post, chewing on his golden stick and 		
CF | watching the midday crowd. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Riggertown, Upper Level Day One 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Riggertown, Upper Level 		
CF | This is the more industrial part of Riggertown. The buildings here are 		
CF | scrap-heap spires that twist and turn around each other, with 		
CF | cubby-carts trundling along cables strung between them. Amidst horns 		
CF | honking advertisements, there is a great mess of little people 		
CF | shuffling about, and roads winding in ways wholly inexplicable to your 		
CF | human sensibilities. 		
CF | 		
CF | To the south looms an enormously noisy factory, which signage 		
CF | identifies as the Riggertown Mechanistry. A quieter road leads 		
CF | southwest to the suburbs. You could also descend a series of ladders 		
CF | to Lower Riggertown, or take a footpath north along the Bilious Canal. 		
CF | 		
CF | > 		Knight_Otu asks, "I'm no doctor, but have you seen any mysterious illnesses lately?"
		Roger says, "More of a disease enthusiast"
DavidW says (to ClubFloyd), "s" 		
CF ] Riggertown Mechanistry Day One 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Riggertown Mechanistry 		
CF | This building is just as haphazard inside as it is on the outside. 		
CF | Assembly lines run up and down and all around the many levels of this 		
CF | building, weighed down by unfinished, not-quite-manufactured things. 		
CF | At stations along the lines, factory workers are hunched over 		
CF | workbenches, welding disparate parts together within acceptable 		
CF | margins of regularity. 		
CF | 		
CF | To the north, through a series of raised metal shutters, is the exit. 		
CF | 		
CF | A large gobliness is walking among the workers, pausing now and then 		
CF | to dish out a tongue-lashing. This must be the forewoman of the shift. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to gobliness" 		
CF ] Riggertown Mechanistry Talking to the forewoman 		
CF | > 		
CF | > TALK TO GOBLINESS 		
CF | 		
CF | As the forewoman finishes lecturing one of her workers, you take the 		
CF | opportunity to approach her. 		
CF | 		
CF | "Excuse me," you say. "Are you the forewoman here?" 		
CF | 		
CF | She turns and grimaces. "What do you want? Make it quick. I'm busy." 		
CF | 		
CF | 1) "Do you greet everyone like that?" 		
CF | 2) "I'm looking for a man named Zoiro..." 		
CF | 3) "Never mind. Forget I asked." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Riggertown Mechanistry Talking to the forewoman 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I'm looking for a man named Zoiro. I have it on good authority that 		
CF | he's employed here." 		
CF | 		
CF | "Yeah, he is." The forewoman narrows her eyes. "What's this about? He 		
CF | miss a payment for something?" 		
CF | 		
CF | 1) "Something like that." 		
CF | 2) "I have a message for him. From Doctor Cavala." 		
CF | 3) "There's been a death in the family. I'm here to break the bad 		
CF | news." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "There's been a death in the family. I'm here to break the bad news." 		
CF | 		
CF | She covers her mouth. 		
CF | 		
CF | "Oh," she says. "Oh dear. I didn't think..." 		
CF | 		
CF | She shakes her head and trails off. With a wave of her hand she 		
CF | beckons you to follow, and the two of you make your way across the 		
CF | factory floor. 		
CF | 		
CF | "Damned unlucky business," she mutters. "Was it violence or disease 		
CF | that -- oh, it doesn't matter. I suppose I'll have to give him 		
CF | compassionate leave either way..." 		
DavidW says (to ClubFloyd), "push space" 		
CF | compassionate leave either way..."She leads you to one of the side 		
CF | stations, where a pair of men are hard at work assembling animus 		
CF | lanterns. They look up with trepidation as you approach. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Talking to two goblins 		
CF | lanterns. They look up with trepidation as you approach."Zoiro!" she 		
CF | says. "This here lady's got a message for you. Listen up, because 		
CF | she's only going to say it once." 		
DavidW pushes the green 'space' button. 		
CF | she's only going to say it once."You glance at her. She inclines her 		
CF | head, as if to say you're on your own now, before turning and 		
CF | disappearing into the forest of assembly lines. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Talking to two goblins 		
CF | disappearing into the forest of assembly lines.You're left with the 		
CF | two goblins, who are more than a little nonplussed. They look at you. 		
CF | You look at them. 		
CF | 		
CF | 1) "Um." 		
CF | 2) "Hello..." 		
CF | 3) "Which one of you is Zoiro?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Hello," you say. "My name is Marid. Marid Orpheia." 		
CF | 		
CF | The goblins look at each other and shrug. 		
DavidW pushes the green 'space' button. 		
CF | The goblins look at each other and shrug."I'm Koriph," says the goblin 		
CF | on the right. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Talking to Zoiro and Koriph 		
CF | on the right."I'm Zoiro," says the goblin on the left. 		
CF | 		
CF | 1) "Um." 		
CF | 2) "I have some bad news." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You take a deep breath. 		
CF | 		
CF | "I have some bad news." 		
CF | 		
CF | The goblins look at each other. The atmosphere has grown abruptly 		
CF | heavier. 		
DavidW pushes the green 'space' button. 		
CF | heavier."Shit," Zoiro says, after a pause. "What kind of bad news?" 		
DavidW pushes the green 'space' button. 		
CF | heavier."Shit," Zoiro says, after a pause. "What kind of bad 		
CF | news?""This isn't the best place," you tell him. "Is there a smoking 		
CF | room around here? Somewhere we'll have peace and quiet?" 		
DavidW pushes the green 'space' button. 		
CF | room around here? Somewhere we'll have peace and quiet?"Zoiro licks 		
CF | his lips nervously. "The... the smoking room, yeah. Come on. I'll show 		
CF | you. Come on, Koriph -- you too. Let's get this over with." 		
DavidW pushes the green 'space' button. 		
CF | you. Come on, Koriph -- you too. Let's get this over with."You are 		
CF | brought into a little cubbyhole of a room, past a curtain you have to 		
CF | stoop to go through. The odor of smoke lingers uncomfortably in the 		
CF | air, just on the edge of your nostrils. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Talking to Zoiro and Koriph 		
CF | air, just on the edge of your nostrils.Zoiro sits in an armchair. 		
CF | Koriph sits next to him. You take a seat opposite, going over your 		
CF | words in your mind. 		
CF | 		
CF | 1) <Be direct.> 		
CF | 2) <Be gentle.> 		
CF | 3) <Be professional.> 		
CF | 		
CF | > 		Knight_Otu asks, "3?"
		DavidW says, "okay."
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "It's about your brother, Reden." 		
CF | 		
CF | Zoiro leans forward. "Why? What happened to him?" 		
CF | 		
CF | "Last night, during the last shift at Doctor Cavala's clinic, he 		
CF | staggered through the door seriously ill. His symptoms were unlike 		
CF | anything Doctor Cavala had ever seen." 		
DavidW says (to ClubFloyd), "push space" 		
CF | anything Doctor Cavala had ever seen."Zoiro's eyes widen. "He -- he 		
CF | wasn't sick at all when I saw him last." 		
DavidW pushes the green 'space' button. 		
CF | wasn't sick at all when I saw him last."You take a breath, keep your 		
CF | eyes fixed on him. 		
DavidW pushes the green 'space' button. 		
CF | eyes fixed on him."His heart and lungs had failed. He was hemorrhaging 		
CF | badly. We rushed him to the surgery room, but -- but --" 		
DavidW pushes the green 'space' button. 		
CF | badly. We rushed him to the surgery room, but -- but --""-- Oh Primes 		
CF | --" 		
DavidW pushes the green 'space' button. 		
CF | --"You look away. 		
DavidW pushes the green 'space' button. 		
CF | --"You look away."I'm sorry," you whisper. "He died on the gurney. We 		
CF | couldn't save him." 		
DavidW pushes the green 'space' button. 		
CF | couldn't save him."Zoiro falls silent. He nods, bites his lip, buries 		
CF | his head in his hands. 		
DavidW pushes the green 'space' button. 		
CF | his head in his hands.Koriph puts a hand on his shoulder. 		
DavidW pushes the green 'space' button. 		
CF | his head in his hands.Koriph puts a hand on his shoulder."Well," says 		
CF | Zoiro at last. "I... I shouldn't be surprised. It was bound to happen 		
CF | sooner or later. He was a bum. A fucking disgrace. He was going to 		
CF | catch something, living the way he did..." 		
DavidW pushes the green 'space' button. 		
CF | catch something, living the way he did..."He hangs his head. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Talking to Zoiro and Koriph 		
CF | catch something, living the way he did..."He hangs his head."But it 		
CF | hurts," he says. "Knowing that he's gone." 		
CF | 		
CF | 1) "I'm sorry..." 		
CF | 2) "Do you need a moment?" 		
CF | 3) "You can ask me anything..." 		
CF | 4) <Say nothing.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Riggertown Mechanistry Talking to Zoiro and Koriph 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm --" 		
CF | 		
CF | You blink back tears. 		
CF | 		
CF | "I'm so sorry. I'm so, so sorry." 		
CF | 		
CF | Zoiro shakes his head. "Don't beat yourself up, kid. It was... it was 		
CF | his time. Like I said... it was bound to happen." 		
CF | 		
CF | 1) "Will you be okay?" 		
CF | 2) <Say nothing.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Will you be okay?" 		
CF | 		
CF | Zoiro looks down, and is quiet. 		
DavidW pushes the green 'space' button. 		
CF | Zoiro looks down, and is quiet."There's something I want to know," he 		
CF | says. "About Reden." 		
DavidW pushes the green 'space' button. 		
CF | says. "About Reden."A pause, uncertain. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Talking to Zoiro and Koriph 		
CF | says. "About Reden."A pause, uncertain."Where is his body now?" 		
CF | 		
CF | 1) "We're dissecting his body..." 		
CF | 2) "We couldn't recover his body..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "We're... we're dissecting his body," you tell him. "Doctor Cavala has 		
CF | invoked the ius medici --" 		
CF | 		
CF | "The what?" 		
CF | 		
CF | "The right of the doctor," you explain. "The illness that took Reden's 		
CF | life... it's unlike anything we've encountered before. We don't know 		
CF | how contagious it is, or who else might be at risk. We need to study 		
CF | the cadaver so we can make sure it doesn't kill anyone else." 		
DavidW pushes the green 'space' button. 		
CF | the cadaver so we can make sure it doesn't kill anyone else."Zoiro 		
CF | nods slowly. 		
DavidW pushes the green 'space' button. 		
CF | nods slowly."I... I guess that makes sense," he says. "Do what you 		
CF | need to do. Just... promise me you'll cremate him, when this is all 		
CF | over." 		
DavidW pushes the green 'space' button. 		
CF | over."He clenches his fists. 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Talking to Zoiro and Koriph 		
CF | over."He clenches his fists."And make sure you find out what you're 		
CF | looking for. Promise it." 		
CF | 		
CF | 1) "I promise..." 		
CF | 2) "I can't make that promise..." 		
CF | 		
CF | > 		DavidW says, "hmmm."
		DavidW says, "I want to say 2 here."
		MoyTravis says, "I'd say #2 but we're the protaganist so we'll definitely find it."
		MoyTravis says, "Either's fine."
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I... I can't make that promise." 		
CF | 		
CF | Your voice trembles. You look into his eyes. 		
CF | 		
CF | "I don't make promises I don't know if I can keep. I don't know if I'm 		
CF | strong enough. I don't know if Doctor Cavala can do it. 		Knight_Otu says, "I mean, we'll sure try to do it, but we can't know that we'll find it, in-world."
DavidW pushes the green 'space' button. 		
CF | strong enough. I don't know if Doctor Cavala can do it."But I promise 		
CF | that we will try." 		
DavidW pushes the green 'space' button. 		
CF | that we will try."Zoiro nods, even as tears well up and glitter on his 		
CF | cheeks. 		
CF | 		
CF | He stands up and offers his hand. You shake on it. 		
CF | 		
CF | "Good luck." He squeezes your hand. "I believe in you." 		
DavidW pushes the green 'space' button. 		
CF | "Good luck." He squeezes your hand. "I believe in you."He takes 		
CF | Koriph's hand and nods at you in lieu of farewell. 		
DavidW pushes the green 'space' button. 		
CF | Koriph's hand and nods at you in lieu of farewell."Come on, Koriph. 		
CF | Let's talk to the forewoman about compassionate leave..." 		
DavidW pushes the green 'space' button. 		
CF ] Riggertown Mechanistry Day One 		
CF | Let's talk to the forewoman about compassionate leave..."You get up 		
CF | and make your way back to the Mechanistry floor. Your work here is 		
CF | done. It's time to go. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Riggertown Mechanistry Day One 		
CF | > 		
CF | > L 		
CF | 		
CF | Riggertown Mechanistry 		
CF | This building is just as haphazard inside as it is on the outside. 		
CF | Assembly lines run up and down and all around the many levels of this 		
CF | building, weighed down by unfinished, not-quite-manufactured things. 		
CF | At stations along the lines, factory workers are hunched over 		
CF | workbenches, welding disparate parts together within acceptable 		
CF | margins of regularity. 		
CF | 		
CF | To the north, through a series of raised metal shutters, is the exit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Riggertown, Upper Level Day One 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Riggertown, Upper Level 		
CF | This is the more industrial part of Riggertown. The buildings here are 		
CF | scrap-heap spires that twist and turn around each other, with 		
CF | cubby-carts trundling along cables strung between them. Amidst horns 		
CF | honking advertisements, there is a great mess of little people 		
CF | shuffling about, and roads winding in ways wholly inexplicable to your 		
CF | human sensibilities. 		
CF | 		
CF | To the south looms the Riggertown Mechanistry, while a quieter road 		
CF | leads southwest to the suburbs. You could also descend a series of 		
CF | ladders to Lower Riggertown, or take a footpath north along the 		
CF | Bilious Canal. 		
CF | 		
CF | It's getting dark out. The spires and factories are closing for the 		
CF | day. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Riggertown, Upper Level Day One 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Riggertown, Lower Level Day One 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Riggertown, Lower Level 		
CF | This peculiarly goblin neighborhood bristles with mechanical-chymical 		
CF | detritus. There are twisty catwalks made for childlike feet, and 		
CF | sheet-metal shacks you must stoop to enter. Here and there in the 		
CF | shadow of the upper landing, neon lamps glow and windchimes tinkle 		
CF | like laughter. 		
CF | 		
CF | You can climb a ladder up to the next level, wander among the shacks 		
CF | to the west, or cross the canal east by way of Cadaver Walk. 		
CF | 		
CF | A boy walks past doing a handstand. 		
CF | 		
CF | > 		DavidW says, "I'm not sure how to get back to the clinic from here. I don't want to go through that maze again."
DavidW says (to ClubFloyd), "w" 		
CF ] Riggertown, Lower Level Day One 		
CF | > 		
CF | > W 		
CF | 		
CF | You wander among the shacks for a bit, but it's getting dark out. You 		
CF | return to the main level before you get lost. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Riggertown, Upper Level Day One 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Riggertown, Upper Level 		
CF | This is the more industrial part of Riggertown. The buildings here are 		
CF | scrap-heap spires that twist and turn around each other, with 		
CF | cubby-carts trundling along cables strung between them. Amidst horns 		
CF | honking advertisements, there is a great mess of little people 		
CF | shuffling about, and roads winding in ways wholly inexplicable to your 		
CF | human sensibilities. 		
CF | 		
CF | To the south looms the Riggertown Mechanistry, while a quieter road 		
CF | leads southwest to the suburbs. You could also descend a series of 		
CF | ladders to Lower Riggertown, or take a footpath north along the 		
CF | Bilious Canal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Following the Canal Day One 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Following the Canal 		
CF | Glittering waters roar alongside the footpath, running from north to 		
CF | south in an ever-restless torrent. North lies the Via Terminalis, and 		
CF | beyond it the mouth of the Channelworks; to the south, the path 		
CF | descends by steps and turns, ending in the algae and grime of Upper 		
CF | Riggertown. 		
CF | 		
CF | A closed manhole is recessed into the footpath. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Via Terminalis, West Street Day One 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You are adrift in the bustle of crowds and carriages, a raucous river 		
CF | that runs through the blood-vessel streets. Signage advertises a 		
CF | profusion of shops and services amid the sounds of leather rollers and 		
CF | stitching machines. In the distant mist, the Bilious Canal spills from 		
CF | the Channelworks into the heart of the city. 		
CF | 		
CF | You can follow the Via to the west, or to the southeast where it 		
CF | bridges the canal. A condemned block is visible to the north. A 		
CF | hanging banner obscures an alley to the southwest, while a footpath 		
CF | follows the canal to the south. 		
CF | 		
CF | A harried-looking alchemist runs past. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. From here the 		
CF | street-lamps and shop windows line the great spine of the Channelworks 		
CF | District until, shrouded in the mists of the canal, it curves out of 		
CF | sight. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, the 		
CF | dormitory block where you live lies to the north, and a gap between 		
CF | buildings hides an alley entrance to the south. The great Via 		
CF | Terminalis continues to the east. 		
CF | 		
CF | Wait a moment. 		
DavidW pushes the green 'space' button. 		
CF ] Via Terminalis, West End Day One 		
CF | Wait a moment.Someone on the street has just drawn her sword and 		
CF | stalked into Doctor Cavala's clinic. 		
CF | 		
CF | > 		DavidW says, "That sounds bad."
		Knight_Otu says, "It sure does."
		DavidW says, "Where's Horatio when we need him."
		DavidW asks, "Do we go in?"
		MoyTravis asks, "Save but yes?"
		Knight_Otu says, "We probably are supposed to."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf8" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Via Terminalis, West End Day One 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | You rush through the door of the 		
CF | 		
CF | Clinic 		
CF | A row of chairs faces the prescription counter, where the medication 		
CF | and patient records are sorted in gridlike pigeonholes. Further on is 		
CF | the consulting study, home to a desk strewn with notes and diagrams. 		
CF | 		
CF | And she is there, walking slowly toward the mortuary stairs. Her sword 		
CF | glints in the final rays of sunlight. 		
DavidW says (to ClubFloyd), "d" 		
CF | glints in the final rays of sunlight."Coming!" Doctor Cavala calls. 		
CF | You hear the doctor's chair shift, her footfalls climbing the steps. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Day One 		
CF | You hear the doctor's chair shift, her footfalls climbing the 		
CF | steps.The hooded stranger raises her sword. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yell" 		
CF | > 		
CF | > YELL 		
CF | 		
CF | "Get away!" you scream. 		
CF | 		
CF | The assassin turns her head and looks directly at you. 		
DavidW pushes the green 'space' button. 		
CF | The assassin turns her head and looks directly at you.Her face catches 		
CF | the light and she has so 		
DavidW pushes the green 'space' button. 		
CF | the light and she has somany 		
DavidW pushes the green 'space' button. 		
CF | the light and she has somanyteeth 		
DavidW pushes the green 'space' button. 		
CF | the light and she has somanyteethand Doctor Cavala comes up the stairs 		
CF | with a flying tackle that sends the assassin staggering into the 		
CF | waiting chairs. In three steps she is reaching under the counter -- 		
CF | but the assassin is quicker -- her blade faster -- blood spatters the 		
CF | floor -- Doctor Cavala cries out -- a blur of motion -- and there is a 		
CF | flash and thunder from the walls. 		
DavidW pushes the green 'space' button. 		
CF | flash and thunder from the walls.The assassin clutches at her face. 		
CF | Doctor Cavala raises the cutter and pulls the trigger again -- 		
CF | lightning arcs, misses by inches. 		
DavidW pushes the green 'space' button. 		
CF | lightning arcs, misses by inches."Get the fuck out of my clinic," she 		
CF | growls. 		
DavidW pushes the green 'space' button. 		
CF | growls.A rush of wind. The assassin is gone. You whirl around and see 		
CF | a dark shape disappearing into the night. 		MoyTravis says, "I feel this effect would work a lot better if you were playing normally and the interpreter? wasn't smashing the lines together when you pressed space."
DavidW pushes the green 'space' button. 		
CF | a dark shape disappearing into the night.Doctor Cavala takes a deep 		
CF | breath. Stifles a cry. 		
DavidW pushes the green 'space' button. 		
CF | breath. Stifles a cry."Marid," she says. "My leg." 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | breath. Stifles a cry."Marid," she says. "My leg."You find her slumped 		
CF | on the floor, her chest rising and falling. A gash has been torn above 		
CF | her left knee. Her entire trouser leg is stained red. 		
CF | 		
CF | 1) "Doctor...!" 		
CF | 2) "Oh Primes..." 		
CF | 		
CF | > 		Knight_Otu says, "Probably, yes."
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Oh Primes..." 		
CF | 		
CF | You rush to Doctor Cavala's side. Even from a cursory examination, 		
CF | it's obvious that she needs help, and quickly. 		
CF | 		
CF | "Hurry," she says through gritted teeth. "There's a first aid bag 		
CF | behind the counter..." 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Day One 		
CF | behind the counter..."(This scene has lethal consequences. You may 		
CF | wish to save the game by typing >save.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf9" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Clinic Day One 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bag" 		
CF ] Clinic Day One 		
CF | > 		
CF | > TAKE BAG 		
CF | 		
CF | You grab the bag and wrest it open. Inside are a bellows, an 		
CF | aspirator, a stethoscope, a blood pressure gauge, a pair of scissors, 		
CF | a pair of tweezers, a bar of soap, a roll of tape, five vials 		
CF | (containing saline, laudanum, smelling salts, aqua vitae, and 		
CF | tincture-of-resins) -- 		
CF | 		
CF | There. An antiseptic dressing and an elastic bandage. 		
CF | 		
CF | > 		DavidW asks, "> put dressing on leg. put bandage on leg?"
		Knight_Otu says, "Seems what is indicated."
		lkcampbell says, "or give them to the doctor"
DavidW says (to ClubFloyd), "put dressing on leg" 		
CF | > 		
CF | > PUT DRESSING ON LEG 		
CF | 		
CF | (first taking the dressing and the bandage) 		
CF | "There's no debris." Doctor Cavala's voice is shaking. "Remember. 		
CF | Apply pressure --" 		
CF | 		
CF | She cries out as the dressing touches her wound. You force yourself to 		
CF | ignore her gasps, press down hard, loop the bandage tight. And natron 		
CF | sigils flare on the fabric: the wound is sealed. 		
CF | 		
CF | "Not... not bad," she croaks, when she has the voice to speak. 		
DavidW pushes the green 'space' button. 		
CF | "Not... not bad," she croaks, when she has the voice to speak."Can you 		
CF | move?" you ask. 		
DavidW pushes the green 'space' button. 		
CF | move?" you ask.Her face twitches. 		
CF | 		
CF | "Primes, it hurts. I... I think my tendon's gone." 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Day One 		
CF | "Primes, it hurts. I... I think my tendon's gone.""You're still 		
CF | bleeding," you tell her. "I need to --" 		
CF | 		
CF | "-- raise my leg above chest level," she finishes. "I understand. Do 		
CF | it, Marid. Prop it up on the chair." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "prop leg on chair" 		
CF | > 		
CF | > PROP LEG ON CHAIR 		
CF | 		
CF | (first putting down the first aid bag) 		
CF | Taken -- 		
CF | 		
CF | Doctor Cavala grits her teeth and screws her eyes shut. Her 		
CF | bloodstained trousers stick to your gloves. Her leg feels heavy and 		
CF | fragile in your hands, like a porcelain model that will shatter if you 		
CF | slip. 		
CF | 		
CF | Seconds pass before her leg finds its place, before you dare loosen 		
CF | your grip and let go -- 		
DavidW pushes the green 'space' button. 		
CF | your grip and let go --You let go. 		
DavidW pushes the green 'space' button. 		
CF | your grip and let go --You let go.Doctor Cavala breathes a sigh of 		
CF | relief. 		
DavidW pushes the green 'space' button. 		
CF | relief.You exhale. Something in your expression makes Doctor Cavala 		
CF | chuckle, and her laughter is infectious. The two of you, master and 		
CF | apprentice -- you can't help but start laughing at the terror, the 		
CF | absurdity of the situation. 		
DavidW pushes the green 'space' button. 		
CF | absurdity of the situation."The bleeding's stopped," you say, wiping 		
CF | your gloves on your apron. "I... I think." 		
DavidW pushes the green 'space' button. 		
CF | your gloves on your apron. "I... I think.""Then we've done the best we 		
CF | could," Doctor Cavala replies. "You've done well, Marid. Very well. 		
CF | I'm afraid this evening would have gone rather worse without you --" 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | I'm afraid this evening would have gone rather worse without you 		
CF | --"She smirks at her own gallows humor, and looks morbidly satisfied. 		
CF | 		
CF | 1) <Smile.> 		
CF | 2) "I'm just glad you're all right, Doctor." 		
CF | 3) "I was so worried for you..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I was so worried for you," you say. "I thought..." 		
CF | 		
CF | "I know." Doctor Cavala's voice is soft. "I know." 		
CF | 		
CF | 1) <Smile.> 		
CF | 2) "I'm just glad you're all right, Doctor." 		
CF | 3) "Will you be safe here?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | You glance at the clinic door. The Luna is ascending, 		
CF | painting the Via Terminalis in the colors of moonlight. 		
CF | 		
CF | "Will you be safe here?" 		
CF | 		
CF | "I don't think she'll be coming back, if that's what you mean." She 		
CF | holds up her cutter. "You may rest assured that I'm a very good shot." 		
CF | 		
CF | "But what about your injury?" you ask. "Are you going to sleep on the 		
CF | floor? What if you need to relieve yourself? I -- I don't know if I'm 		
CF | comfortable leaving you here. Perhaps I should --" 		
DavidW says (to ClubFloyd), "push space" 		
CF | comfortable leaving you here. Perhaps I should --"Boots clatter on 		
CF | cobble. Lanterns approach. The clinic door swings open, admitting a 		
CF | bustle of hard-eyed civil guards. 		
DavidW pushes the green 'space' button. 		
CF | bustle of hard-eyed civil guards."Hullo!" the point man says. "Doctor 		
CF | Cavala. The neighbors reported a scream, and we responded as soon as 		
CF | we... what happened here?" 		
DavidW says (to ClubFloyd), "push space" 		
CF | we... what happened here?"There's something oddly familiar about 		
CF | him... 		
DavidW pushes the green 'space' button. 		
CF | him..."...Horatio?" you say. 		
DavidW pushes the green 'space' button. 		
CF | him..."...Horatio?" you say."Marid?" He turns -- it is him, 		
CF | the buffoon. "What are you doing here? Is everything alright?" 		
DavidW pushes the green 'space' button. 		
CF | the buffoon. "What are you doing here? Is everything alright?""You've 		
CF | arrived with commendable timing," remarks Doctor Cavala. "I've just 		
CF | chased a violent hoodlum out of my clinic, and Servator Marid here has 		
CF | seen to my injuries. We were just on the topic of informing the 		
CF | authorities, but it seems that won't be necessary..." 		
DavidW pushes the green 'space' button. 		
CF | authorities, but it seems that won't be necessary..." 		
CF | * * * 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to the interviewer 		
CF | * * *It takes the better part of an 		
CF | hour to sort everything out with the Vigiles. You're interviewed by a 		
CF | bored-looking patrolwoman, and given a steaming mug of tea to wash 		
CF | away the foul taste of the evening's events. An agreement is made: 		
CF | Doctor Cavala will remain under Vigiles protection for the time being, 		
CF | with Horatio assigned as a personal assistant and bodyguard. 		
DavidW pushes the green 'space' button. 		
CF | with Horatio assigned as a personal assistant and bodyguard."...and 		
CF | you're saying you have no idea who the assailant was?" the interviewer 		
CF | is asking. "Surely you must have made an enemy of someone." 		
DavidW pushes the green 'space' button. 		
CF | is asking. "Surely you must have made an enemy of 		
CF | someone.""I'm telling you, I know this district." 		
CF | Doctor Cavala takes another sip from her drinking straw. "No one is 		
CF | fool enough to antagonize the only pro bono doctor in the 		
CF | city. Just ask Marid." 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to the interviewer 		
CF | city. Just ask Marid."The interviewer shoots you an inquiring look. 		
CF | 		
CF | 1) "It's true. I was almost robbed in the Shanty Quarter..." 		
CF | 2) "Aren't there other doctors operating in the area?" 		
CF | 3) "Something definitely smells about this incident..." 		
CF | 4) <Remain silent.> 		
CF | 		
CF | > 		Knight_Otu asks, "1 or 3?"
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to the interviewer 		
CF | > 		
CF | > 1 		
CF | 		
CF | "It's true. I was almost robbed in the Shanty Quarter..." 		
CF | 		
CF | You describe how you were accosted; how the robbers were terrified 		
CF | once they realized your identity. The interviewer writes furiously in 		
CF | her little black notebook, pursing her lips all the while. 		
CF | 		
CF | "You see?" Doctor Cavala says. "Even if I stepped on someone's toes, 		
CF | they wouldn't have the stones to touch me." 		
CF | 		
CF | "But clearly," the interviewer counters, "someone does." 		
CF | 		
CF | 1) "Aren't there other doctors operating in the area?" 		
CF | 2) "Something definitely smells about this incident..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Something definitely smells about this incident. I can't imagine why 		
CF | someone would have it out for Doctor Cavala -- and why now, 		
CF | of all times?" 		
CF | 		
CF | The doctor falls silent. The interviewer's eyes dart between you. 		
DavidW pushes the green 'space' button. 		
CF | The doctor falls silent. The interviewer's eyes dart between you.It is 		
CF | Doctor Cavala who breaks the silence, with words that prick like pins. 		
CF | 		
CF | "Do you think it's connected to Reden?" she asks. "To what happened 		
CF | last night?" 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to the interviewer 		
CF | last night?"You hesitate. 		
CF | 		
CF | 1) "Yes..." 		
CF | 2) "No..." 		
CF | 3) "Maybe..." 		
CF | 4) "I don't know." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "...Maybe," you say. "It's uncomfortably close. I can't imagine it 		
CF | being a coincidence. But if it isn't -- how could the surgery possibly 		
CF | be connected? Why would anyone want you dead for such a thing?" 		
CF | 		
CF | Doctor Cavala furrows her brow. "I certainly hope it's a coincidence," 		
CF | she says. "If the alternative is true..." 		
CF | 		
CF | She doesn't finish her sentence. She takes another sip of tea, looking 		
CF | greatly perturbed. 		
DavidW pushes the green 'space' button. 		
CF | greatly perturbed."Well," the interviewer finally says. "This has all 		
CF | been very fascinating -- but the hour is growing late, and we are no 		
CF | closer to discovering any answers. I shall recommend a better equipped 		
CF | team to join you tomorrow, Doctor. Until then --" 		
DavidW pushes the green 'space' button. 		
CF | team to join you tomorrow, Doctor. Until then --"The guards leave the 		
CF | clinic following a perfunctory sending-off. You are left in the 		
CF | company of Doctor Cavala and Horatio, who have settled down in the 		
CF | waiting area for the long haul. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Day One 		
CF | waiting area for the long haul.## Clinic 		
CF | A row of chairs faces the prescription counter, where the medication 		
CF | and patient records are sorted in gridlike pigeonholes. Further on is 		
CF | the consulting study, home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | Doctor Cavala is recuperating in a makeshift bed, with Horatio keeping 		
CF | watch nearby. 		
CF | 		
CF | You catch yourself yawning; you didn't realize how tired you were. 		
CF | Perhaps you should get back home before it's too dark out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to horatio" 		
CF ] Clinic Talking to Doctor Cavala and Horatio 		
CF | > 		
CF | > TALK TO HORATIO 		
CF | 		
CF | You approach the makeshift bed, and Doctor Cavala and Horatio turn to 		
CF | you. 		
CF | 		
CF | 1) <Speak to Doctor Cavala...> 		
CF | 2) <Speak to Horatio...> 		
CF | 3) "I should be going..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Clinic Day One 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I should be going," you say. "I'll see you tomorrow." 		
CF | 		
CF | "Good night, Marid." 		
CF | 		
CF | "G'night, Marid." 		
CF | 		
CF | "Good night, Doctor, Horatio." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Via Terminalis, West End Day One 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the front door of the clinic) 		
CF | (closing the door behind you) 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. Night has fallen, broken 		
CF | only by the ghostly glow of bound animii in street-lamps and shop 		
CF | windows. Beyond, you see the great spine of the Channelworks District, 		
CF | receding from the lamplight into the beginnings of rain. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, and the 		
CF | dormitory block where you live lies to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dormitory Block Day One 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dormitory Block 		
CF | Here is the faded arch, with its years of verdigris; here are the 		
CF | too-small atrium and the fountain at its center. All around above are 		
CF | the lights of innumerable domiciles, linked by crumbling stairs and 		
CF | divided by flimsy plaster walls. 		
CF | 		
CF | From here, you can go up to your dormitory room, visit the public 		
CF | house to the west, or exit the building to the south. 		
CF | 		
CF | You notice a single pigeon half-hidden under the stairs. The gobliness 		
CF | and her golem must have missed it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pigeon" 		
CF | > 		
CF | > X PIGEON 		
CF | 		
CF | You take a step closer -- 		
DavidW pushes the green 'space' button. 		
CF | You take a step closer --The pigeon twitches. 		
DavidW pushes the green 'space' button. 		
CF | You take a step closer --The pigeon twitches.Before your eyes, the 		
CF | pigeon begins to move, like a delicate clockwork replica that has been 		
CF | wound up again. It rights itself in a flutter of feathers, and coos, 		
CF | unmistakably alive. 		
DavidW pushes the green 'space' button. 		
CF | unmistakably alive.It looks around. It cocks its head in your 		
CF | direction. 		
DavidW pushes the green 'space' button. 		
CF | direction.And with no more than a thought, it leaps awing, and 		
CF | disappears into the glittering night sky. 		
DavidW pushes the green 'space' button. 		
CF ] Dormitory Block Day One 		
CF | disappears into the glittering night sky.You touch your pendant. 		
CF | 		
CF | > 		DavidW says, "weird"
		Knight_Otu says, "Hm."
		MoyTravis says, "Okay then."
DavidW says (to ClubFloyd), "u" 		
CF ] Marid's Room Day One 		
CF | > 		
CF | > U 		
CF | 		
CF | (first opening the door to your dormitory room) 		
CF | (closing the door behind you) 		
CF | 		
CF | Marid's Room 		
CF | Though this space of yours is small, you have done your best to 		
CF | furnish it with the comforts of home. In one corner is a dressing 		
CF | table, piled with stationery and assorted toiletries, and in another 		
CF | is the kitchenette. The only door leads back downstairs to the atrium. 		
CF | 		
CF | Your bed is at the end of the room, beside the window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get in bed" 		
CF | > 		
CF | > GET IN BED 		
CF | 		
CF | You change out of your clothes and curl up beneath the sheets. But 		
CF | sleep does not come easily. 		
CF | 		
CF | You close your eyes and drift in that listless limbo between 		
CF | wakefulness and slumber. A clockwork clicking echoes in your mind, 		
CF | behind your eyelids, like a promise you've forgotten and cannot 		
CF | remember. 		
DavidW pushes the green 'space' button. 		
CF | remember.You barely notice when the world melts away -- when it 		
CF | dissolves, fades, becomes a haze of images and memories. 		
DavidW pushes the green 'space' button. 		
CF | dissolves, fades, becomes a haze of images and memories.Your last 		
CF | thought before you fall asleep is a quiet realization -- 		
DavidW pushes the green 'space' button. 		
CF | thought before you fall asleep is a quiet realization --the clicking 		
CF | in your mind is the sound of teeth. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | D A Y T W O 		
DavidW pushes the green 'space' button. 		
CF ] Marid's Room Talking to Horatio 		
CF | 		
CF | A knocking at the door jolts you awake. 		
CF | 		
CF | "Marid?" comes Horatio's voice. 		
CF | 		
CF | 1) <Ignore the knocking.> 		
CF | 2) <Answer the door.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Marid's Room Talking to Horatio 		
CF | > 		
CF | > 2 		
CF | 		
CF | You clamber out of bed, throw on your jacket, and shuffle up to the 		
CF | door. 		
CF | 		
CF | 1) <Look through the peephole.> 		
CF | 2) "Horatio?" 		
CF | 3) "What is it?" 		
CF | 4) <Open the door.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Marid's Room Talking to Horatio 		
CF | > 		
CF | > 1 		
CF | 		
CF | A peep reveals a Horatio who looks as tired and disheveled as you are. 		
CF | 		
CF | 1) "Horatio?" 		
CF | 2) "What is it?" 		
CF | 3) <Open the door.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Marid's Room Talking to Horatio 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Horatio?" 		
CF | 		
CF | "Marid! So you do live here." He sounds relieved. "Marid, 		
CF | listen. There's been trouble. Doctor Cavala wants you to come down to 		
CF | the clinic as soon as you can." 		
CF | 		
CF | 1) "What's going on?" 		
CF | 2) "Trouble? What kind of trouble?" 		
CF | 3) "I'll be there." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You're wide awake now. "Trouble? What kind of trouble?" 		
CF | 		
CF | "Big trouble. We've gotten wind of more deaths in the Channelworks 		
CF | District, and Doctor Cavala thinks they all died of the same disease 		
CF | as Reden. People are saying it's an epidemic --" 		
DavidW pushes the green 'space' button. 		
CF | as Reden. People are saying it's an epidemic --""Oh Primes --" 		
CF | 		
CF | "I know. Come down as soon as you can. The doctor will fill you in." 		Knight_Otu exclaims, "More trouble?!"
DavidW pushes the green 'space' button. 		
CF ] Marid's Room Day Two 		
CF | "I know. Come down as soon as you can. The doctor will fill you 		
CF | in."Horatio's footsteps disappear down the stairs. You hurry through 		
CF | your morning routine and slip your boots on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Dormitory Block Day Two 		
CF | > 		
CF | > D 		
CF | 		
CF | (first opening the door to your dormitory room) 		
CF | (closing the door behind you) 		
CF | 		
CF | Dormitory Block 		
CF | Here is the faded arch, with its years of verdigris; here are the 		
CF | too-small atrium and the fountain at its center. All around above are 		
CF | innumerable domiciles, linked by crumbling stairs and divided by 		
CF | flimsy plaster walls. 		
CF | 		
CF | From here, you can go up to your dormitory room or exit the building 		
CF | to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Via Terminalis, West End Day Two 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. From here the 		
CF | street-lamps and shop windows line the great spine of the Channelworks 		
CF | District until, shrouded in the mists of the canal, it curves out of 		
CF | sight. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, and the 		
CF | dormitory block where you live lies to the north. 		
CF | 		
CF | Some pigeons fly overhead. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pigeons" 		
CF ] Via Terminalis, West End Day Two 		
CF | > 		
CF | > X PIGEONS 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the front door of the clinic) 		
CF | (closing the door behind you) 		
CF | 		
CF | Clinic 		
CF | Doctor Cavala and Horatio have been busy this morning. You spy fresh 		
CF | cups of tea beside the makeshift bed, and plates with crumbs that 		
CF | Horatio is in the process of tidying. Doctor Cavala, for her part, 		
CF | looks up from a newspaper as you enter. 		
CF | 		
CF | "Marid. Has Horatio told you what's happened?" 		
DavidW pushes the green 'space' button. 		
CF | "Marid. Has Horatio told you what's happened?""More deaths?" 		
CF | 		
CF | She passes the newspaper to you. "Take a look at this." 		
lkcampbell goes home. 		
DavidW pushes the green 'space' button. 		
CF | She passes the newspaper to you. "Take a look at this."DOCTOR 		
CF | FOUND DEAD IN HIS OWN HOME. Doctor Arturus, the renowned pathologist 		
CF | of the Channelworks District, was found dead this morning. Black blood 		
CF | was observed running from his eyes and mouth, a symptom shared by 		
CF | several patients he had recently received. Doctor Justinian, who 		
CF | discovered the body, expressed fears that his colleague's death could 		
CF | mark the beginning of a dangerous epidemic -- 		
DavidW pushes the green 'space' button. 		
CF | mark the beginning of a dangerous epidemic --A chill grips your 		
CF | spine. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | spine.Doctor Cavala nods grimly. "Our suspicions have proven true. 		
CF | Reden is the first of many. More than that -- Doctor Arturus himself 		
CF | is among the casualties." 		
CF | 		
CF | 1) "Oh Primes." 		
CF | 2) "How could this have happened?" 		
CF | 3) "What do we do now?" 		
CF | 		
CF | > 		Knight_Otu says, "Too topical."
DavidW says (to ClubFloyd), "2" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 2 		
CF | 		
CF | "How could this have happened?" 		
CF | 		
CF | She shakes her head. "Very easily. It is unlikely for a medical 		
CF | practitioner to contract a patient's disease -- not with the proper 		
CF | safeguards in place -- but not inconceivable. And Doctor Arturus... 		
CF | oh, the bloody fool. He should have known better..." 		
CF | 		
CF | 1) "Oh Primes." 		
CF | 2) "What do we do now?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "What do we do now?" 		
CF | 		
CF | "That, Marid, is a very good question." 		
CF | 		
CF | Doctor Cavala folds her arms. Her expression seethes with disquiet, 		
CF | with the agitation of an invalid accustomed to physical activity. 		
CF | 		
CF | "Recent events have backed us into a corner," she says. "I can't do 		
CF | much of anything, on account of my injury. Horatio's hands are full 		
CF | with matters around the clinic. That leaves only one person to look 		
CF | into the situation --" 		
DavidW pushes the green 'space' button. 		
CF | into the situation --""Myself," you say. 		
DavidW pushes the green 'space' button. 		
CF | into the situation --""Myself," you say."Exactly." She snaps her 		
CF | fingers. "Before we can combat the disease, we need data -- data that 		
CF | can only be gathered through firsthand observation. You've proven 		
CF | yourself to be dependable and resourceful. You have enough medical 		
CF | expertise to make informed judgments. It will have to be you who 		
CF | investigates this series of deaths." 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | investigates this series of deaths."You consider her words carefully. 		
CF | 		
CF | 1) "Does it have to be me?" 		
CF | 2) "Where should I begin?" 		
CF | 3) "What should I look out for?" 		
CF | 4) "Can you tell me anything about Doctor Arturus?" 		
CF | 5) "Do you think Doctor Justinian can help?" 		
CF | 6) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Where should I begin?" you ask. 		
CF | 		
CF | "You could begin by examining the bodies," Doctor Cavala says. "He'll 		
CF | be in his clinic -- I suppose it's Doctor Justinian's clinic now. Talk 		
CF | to Doctor Justinian about it, and check his patient records for 		
CF | possible contagion vectors between the deceased. 		
CF | 		
CF | "It might also be worth asking Zoiro about his brother's associations. 		
CF | See if you can find any correlation between the patients so far. With 		
CF | any luck, we'll uncover the source of the outbreak." 		
CF | 		
CF | 1) "What should I look out for?" 		
CF | 2) "Can you tell me anything about Doctor Arturus?" 		
CF | 3) "Do you think Doctor Justinian can help?" 		
CF | 4) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What should I look out for?" 		
CF | 		
CF | "Our goal is to combat the disease," Doctor Cavala replies. "We need 		
CF | to determine the means by which it is transmitted -- whether it is 		
CF | endemic to a particular area, or spread by contact, or something else 		
CF | entirely. Once the transmission method is determined, we can take 		
CF | measures to isolate the disease and find a cure." 		
CF | 		
CF | 1) "Can you tell me anything about Doctor Arturus?" 		
CF | 2) "Do you think Doctor Justinian can help?" 		
CF | 3) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Can you tell me anything about Doctor Arturus?" 		
CF | 		
CF | She sighs. "Not much, I'm afraid. Doctor Arturus was from before my 		
CF | time. I'm familiar with his corpus of work, of course -- even met him 		
CF | once or twice, in a professional capacity -- but he was a reclusive 		
CF | man, and rarely involved in everyday affairs. 		
CF | 		
CF | "Try asking Doctor Justinian instead. He's had more contact with the 		
CF | man than anyone else." 		
CF | 		
CF | 1) "Do you think Doctor Justinian can help?" 		
CF | 2) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Do you think Doctor Justinian can help?" you ask. 		
CF | 		
CF | Doctor Cavala nods. "He likely can. At minimum, he can give you a 		
CF | better picture of the events that led to Doctor Arturus's death. 		
CF | Beyond that, he's now the only other qualified doctor in the district. 		
CF | He'll be a useful ally if we are to contain the disease." 		
CF | 		
CF | 1) "I'm on it, Doctor." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm on it, Doctor." 		
CF | 		
CF | She nods. "Remember: talk to Doctor Justinian in the Turris Infinita. 		
CF | Investigate all the deaths that have occurred so far. If you find a 		
CF | connection, we can isolate the transmission vector and quarantine the 		
CF | disease." 		
DavidW pushes the green 'space' button. 		
CF | disease.""Got it." 		
CF | 		
CF | She holds up a hand. "Before you go, I have a couple of things to give 		
CF | you. First -- Horatio, would you fetch me a pen?" 		
DavidW pushes the green 'space' button. 		
CF | you. First -- Horatio, would you fetch me a pen?"The pen is delivered. 		
CF | Doctor Cavala signs a small piece of paper, then seals it with a 		
CF | sigil-brand and hands it to you. 		
DavidW pushes the green 'space' button. 		
CF | sigil-brand and hands it to you."This is my signum," she says. "It's 		
CF | proof that you're acting on my behalf, for anyone who asks. And 		
CF | another thing --" 		
DavidW pushes the green 'space' button. 		
CF | another thing --"She has Horatio retrieve a sleek instrument from her 		
CF | desk. It is orichalcum, threaded with tiny magnification lenses, and 		
CF | your eyes widen as he places it in your palm. 		
DavidW pushes the green 'space' button. 		
CF | your eyes widen as he places it in your palm."Yes, Marid." She smiles 		
CF | wryly. "Since you'll be dealing with a lot of dead bodies, you can 		
CF | borrow my endoscope for this investigation. Just promise me you'll 		
CF | return it in one piece -- I'd hate to take the cost out of your next 		
CF | paycheck." 		
DavidW pushes the green 'space' button. 		
CF | paycheck.""I -- I understand, Doctor." 		
CF | 		
CF | She squeezes your hand. "Good luck, Marid. I'm counting on you." 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Day Two 		
CF | She squeezes your hand. "Good luck, Marid. I'm counting on you."You 		
CF | step back and put the endoscope in your pocket. 		
CF | 		
CF | (The endoscope can be used to look inside narrow pathways. To use the 		
CF | endoscope, >put it in the object you wish to inspect.) 		
CF | 		
CF | > 		Knight_Otu asks, "We're so going to break that priceless instrument, aren't we?"
DavidW says (to ClubFloyd), "x endoscope" 		
CF ] Clinic Day Two 		
CF | > 		
CF | > X ENDOSCOPE 		
CF | 		
CF | An intricate assembly of lenses mounted on adjustable orichalcum rods. 		
CF | It can be inserted into cadavers to examine their internal pathways, 		
CF | and may be useful for inspecting other crevices of a similar nature. 		
CF | 		
CF | > 		DavidW says, "'other crevices'"
DavidW says (to ClubFloyd), "x signum" 		
CF ] Clinic Day Two 		
CF | > 		
CF | > X SIGNUM 		
CF | 		
CF | A piece of paper signed and sealed by Doctor Cavala. It declares that 		
CF | Servator Marid Orpheia is formally authorized to act in the 		
CF | signatory's stead, and that anyone who disagrees is welcome to take it 		
CF | up with the signatory. 		
CF | 		
CF | Horatio yawns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to horatio" 		
CF ] Clinic Talking to Horatio 		
CF | > 		
CF | > TALK TO HORATIO 		
CF | 		
CF | You approach Horatio, and he grins a little bashfully. 		
CF | 		
CF | "Hey, Marid," he says. 		
CF | 		
CF | 1) "You don't look too good. Did you sleep well last night?" 		
CF | 2) "What do you think of the situation so far?" 		
CF | 3) "See you around, Horatio." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Horatio 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You don't look too good," you say. "Did you sleep well last night?" 		
CF | 		
CF | "Well... no." He rubs his eyes. "I couldn't get any shut-eye in the 		
CF | clinic -- too much calomel in the air. Doctor Cavala slept like a 		
CF | baby, though. I don't know how she does it..." 		
CF | 		
CF | He sighs and looks you over. 		
CF | 		
CF | "To be honest," he says, "you don't look too good yourself. Your 		
CF | tattoos are all in a jumble. I know the doctor has you running errands 		
CF | for her, but -- just watch yourself out there, all right?" 		
CF | 		
CF | "I will," you say. "I promise." 		
CF | 		
CF | 1) "What do you think of the situation so far?" 		
CF | 2) "See you around, Horatio." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Horatio 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What do you think of the situation so far?" 		
CF | 		
CF | Horatio's jaw hardens, and he looks contemplative. 		
CF | 		
CF | "I... I don't really know what to think," he says. "You and Doctor 		
CF | Cavala have been at this for a lot longer than I have. All I know that 		
CF | people seem to be dropping like flies all of a sudden. Doctor Arturus 		
CF | is dead -- even Doctor Cavala's got a ruined leg. How can we fix the 		
CF | problem when we don't even know what's going on?" 		
CF | 		
CF | 1) "See you around, Horatio." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Day Two 		
CF | > 		
CF | > 1 		
CF | 		
CF | "See you around, Horatio." 		
CF | 		
CF | "You too, Marid." 		
CF | 		
CF | You step back, and Horatio returns to his duties. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tattoos" 		
CF ] Clinic Day Two 		
CF | > 		
CF | > X TATTOOS 		
CF | 		
CF | Your father gave you these tattoos when you were a young child, as is 		
CF | tradition in some alchemical families. Even now, the flowing, 		
CF | circuitous lines remind you of him. 		
CF | 		
CF | "I expect we shall be waiting awhile," Doctor Cavala observes. "How 		
CF | about a game of crucible, Horatio?" 		
CF | 		
CF | "Sure, I guess." 		
CF | 		
CF | Horatio produces a pack of cards and sits opposite Doctor Cavala. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Via Terminalis, West End Day Two 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the front door of the clinic) 		
CF | (closing the door behind you) 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. From here the 		
CF | street-lamps and shop windows line the great spine of the Channelworks 		
CF | District until, shrouded in the mists of the canal, it curves out of 		
CF | sight. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, the 		
CF | dormitory block where you live lies to the north, and a gap between 		
CF | buildings hides an alley entrance to the south. The great Via 		
CF | Terminalis continues to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Via Terminalis, West Street Day Two 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You are adrift in the bustle of crowds and carriages, a raucous river 		
CF | that runs through the blood-vessel streets. Signage advertises a 		
CF | profusion of shops and services amid the sounds of leather rollers and 		
CF | stitching machines. In the distant mist, the Bilious Canal spills from 		
CF | the Channelworks into the heart of the city. 		
CF | 		
CF | You can follow the Via to the west, or to the southeast where it 		
CF | bridges the canal. A condemned block is visible to the north. A 		
CF | hanging banner obscures an alley to the southwest, while a footpath 		
CF | follows the canal to the south. 		
CF | 		
CF | "That poor doctor!" you overhear someone in the crowd say. "What is 		
CF | the world coming to?..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Via Terminalis Bridge Day Two 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Via Terminalis Bridge 		
CF | Here the voices and bustle wash over the arches and cobblestones. Mist 		
CF | rises from the Bilious Canal below, tarnishing the wayside statues 		
CF | green and gray, and fading into the fog and the overcast sky. 		
CF | 		
CF | The Via Terminalis stretches away to the northwest and southeast, 		
CF | while a clandestine stairway descends to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Via Terminalis Junction Day Two 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Via Terminalis Junction 		
CF | Traffic revolves every which way around this old-fashioned rotunda, 		
CF | tracing the ancient alchemical lines inscribed on the stonework. An 		
CF | armillary sphere rotates in the center of the junction and guides 		
CF | carriages according to its lights. 		
CF | 		
CF | The Via Terminalis runs northwest to the bridge and southeast to 		
CF | Miller's Gate. A colonnade to the north marks the entrance of the 		
CF | Channelworks. To the east lies the Turris Infinita, and to the south 		
CF | can be seen the grand forum. 		
CF | 		
CF | Above the Turris Infinita, a black banner casts its trailing shadow 		
CF | across the sky. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x black banner" 		
CF ] Via Terminalis Junction Day Two 		
CF | > 		
CF | > X BLACK BANNER 		
CF | 		
CF | A black banner is traditionally put up when the head of the house has 		
CF | died. 		
CF | 		
CF | A mutant in work clothes tromps past. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the ornate double doors) 		
CF | (closing the doors behind you) 		
CF | 		
CF | Turris Infinita 		
CF | The atmosphere within the tower is utterly still. The lights that 		
CF | normally circle the mirrors have been dimmed, and the chandeliers 		
CF | overhead brood like thunderclouds. You find yourself treading softly, 		
CF | lightly -- as though if you took a wrong step, the whole glass tower 		
CF | would come crashing down. 		
CF | 		
CF | As you enter the foyer, two gargoyles land to your left and right. 		
CF | They move to seize your arms. 		
DavidW pushes the green 'space' button. 		
CF | They move to seize your arms."I am sorry to inform you that the Turris 		
CF | Infinita is now closed." The porter regards you humorlessly. 		
CF | "There is to be no trespassing -- no idle journalism --" 		
DavidW pushes the green 'space' button. 		
CF ] Turris Infinita Talking to the porter 		
CF | "There is to be no trespassing -- no idle journalism --"Her lower lip 		
CF | curls. 		
CF | 		
CF | "No gawking." 		
CF | 		
CF | 1) "I'm charmed." 		
CF | 2) "Why is the Turris Infinita closed?" 		
CF | 3) "I'm here on business." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Turris Infinita Talking to the porter 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I'm here on business," you say pointedly. 		
CF | 		
CF | She rolls her eyes. "You and every dullard that comes through these 		
CF | doors. Do I look as though I give a whit about your business? Which 		
CF | part of 'no trespassing' do you not comprehend?" 		
CF | 		
CF | 1) "You're being completely unreasonable!" 		
CF | 2) "Doctor Cavala has authorized me..." <Present the signum.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You hold up the signum. "Doctor Cavala has authorized me to 		
CF | investigate the death of Doctor Arturus in her stead. If you have a 		
CF | problem with that, you can take it up with Doctor Cavala." 		
CF | 		
CF | The porter's gaze falls on the slip of paper in your hand. The corner 		
CF | of her mouth twitches. 		
DavidW says (to ClubFloyd), "push space" 		
CF | of her mouth twitches."Is that so?" she says. "I believe I 		
CF | shall take the matter up with her. Thank you for the kind 		
CF | offer, and do inform the good doctor to arrange a meeting at 		
CF | her earliest convenience. Until then... the gargoyles will escort you 		
CF | to the door." 		
DavidW pushes the green 'space' button. 		
CF | to the door."Your face flushes. "You --" 		
DavidW pushes the green 'space' button. 		
CF | to the door."Your face flushes. "You --"A curtain rattles open. 		
CF | Surgical boots click on glass. 		
DavidW pushes the green 'space' button. 		
CF | Surgical boots click on glass."What's going on here?" a smoky voice 		
CF | demands. 		
DavidW pushes the green 'space' button. 		
CF | demands.You turn, and a young man with auburn hair is striding 		
CF | purposefully from the arch of Doctor Arturus's clinic. His coat 		
CF | ripples with natron filigree. There is an intensity in his expression, 		
CF | his visage. 		
DavidW pushes the green 'space' button. 		
CF | his visage.Your heart skips a beat. 		
CF | 		
CF | "D -- Doctor Justinian," you say. 		DavidW asks, "Is this the love interest?"
DavidW pushes the green 'space' button. 		
CF | "D -- Doctor Justinian," you say."Marid?" He furrows his brow. 		
CF | "Excubitores! Unhand this woman. She is a guest." 		
CF | 		
CF | The gargoyles release you and vanish into the rafters. The porter 		
CF | looks accusingly at him. 		
DavidW pushes the green 'space' button. 		
CF | looks accusingly at him."Doctor Justinian," she says. "This is 		
CF | exceedingly irregular --" 		
DavidW pushes the green 'space' button. 		
CF | exceedingly irregular --""Regulations be damned," he replies. 		
CF | "This is my friend, porter. I don't care what she's done. 		
CF | We'll have words about this later." 		
DavidW pushes the green 'space' button. 		
CF | We'll have words about this later.""But --" 		
CF | 		
CF | He holds up a hand, and the porter falls silent. 		
DavidW pushes the green 'space' button. 		
CF | He holds up a hand, and the porter falls silent."Good," he says. 		Knight_Otu says, "Maybe."
DavidW pushes the green 'space' button. 		
CF | He holds up a hand, and the porter falls silent."Good," he says.He 		
CF | turns to you, and his voice loses its edge, grows gentle. 		
DavidW pushes the green 'space' button. 		
CF ] Turris Infinita Talking to Justinian 		
CF | turns to you, and his voice loses its edge, grows gentle."Marid," he 		
CF | says. "I thought you might be coming." 		
CF | 		
CF | 1) "Thanks for that." 		
CF | 2) "It's good to see you, Doctor Justinian." 		
CF | 3) "I wouldn't miss a chance to see you, Doctor Justinian." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Thanks... thanks for that," you say lamely. 		
CF | 		
CF | "It's the least I can do." He nods. "Come with me. We can speak more 		
CF | freely in the clinic proper..." 		
DavidW pushes the green 'space' button. 		
CF | freely in the clinic proper..." 		
CF | * * * 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | * * *## Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. But you can't bring yourself to focus on your 		
CF | surroundings -- not when Justinian's hand feels so warm around yours, 		
CF | and demands so much of your attention. 		
CF | 		
CF | You know, intellectually, that it is normal for girls to develop 		
CF | crushes. That doesn't stop you from wanting to bury yourself in a hole 		
CF | right now. Why do you have to be so awkward? 		
DavidW pushes the green 'space' button. 		
CF | right now. Why do you have to be so awkward?Justinian leads 		
CF | you to a coffee table and gestures to one of the armchairs. "Please," 		
CF | he says. "Take a seat." 		
DavidW pushes the green 'space' button. 		
CF | he says. "Take a seat."You sit down, and he sits opposite you. His 		
CF | eyes -- those eyes! -- they study you. Troubled. Concerned. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | eyes -- those eyes! -- they study you. Troubled. Concerned."This is 		
CF | about Doctor Arturus's death, I take it?" 		
CF | 		
CF | 1) "I'm so sorry you have to go through this, Justinian." 		
CF | 2) "I can't believe something like this is happening." 		
CF | 3) "Doctor Cavala sent me. We're investigating the disease that 		
CF | killed Doctor Arturus..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I -- I'm so sorry you have to go through this, Justinian." 		
CF | 		
CF | He lowers his eyes. "I appreciate it, Marid. Doctor Arturus -- I 		
CF | haven't always been on the best of terms with him. But he was like a 		
CF | father to me." 		
CF | 		
CF | 1) "I can't believe something like this is happening." 		
CF | 2) "Doctor Cavala sent me. We're investigating the disease that 		
CF | killed Doctor Arturus..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Doctor Cavala sent me," you say. "We're -- we're investigating the 		
CF | disease that killed Doctor Arturus. Now that we three are the only 		
CF | medical professionals in the district, we -- we have to work together. 		
CF | If we're going to get through this." 		
CF | 		
CF | Why are you blushing at a time like this? What is wrong with 		
CF | you? 		
DavidW pushes the green 'space' button. 		
CF | you?Justinian leans forward and clasps his hands. "Marid," he says. "I 		
CF | wish I could be of more help, but I'm afraid last night took... a toll 		
CF | on me. I don't know what I can provide that you don't already know..." 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | on me. I don't know what I can provide that you don't already 		
CF | know..."You try to compose your thoughts. 		
CF | 		
CF | 1) "I believe in you, Justinian." 		
CF | 2) "Can you tell me about how you discovered the body?" 		
CF | 3) "Can you tell me anything about Doctor Arturus's 		
CF | patients?" 		
CF | 4) "What are your thoughts on the disease?" 		
CF | 5) "There was an attempt on Doctor Cavala's life. Do you have any 		
CF | idea why?" 		
CF | 6) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | I -- 		
CF | 		
CF | You can already feel the blood rising in your cheeks. Justinian -- you 		
CF | -- no. No! 		
CF | 		
CF | You can't say it. You just can't. 		
CF | 		
CF | 1) "Can you tell me about how you discovered the body?" 		
CF | 2) "Can you tell me anything about Doctor Arturus's 		
CF | patients?" 		
CF | 3) "What are your thoughts on the disease?" 		
CF | 4) "There was an attempt on Doctor Cavala's life. Do you have any 		
CF | idea why?" 		
CF | 5) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Can you... can you tell me about how you discovered the body?" 		
CF | 		
CF | He shakes his head. "It's all a blur. Doctor Arturus had cloistered 		
CF | himself in the back of the clinic. I was instructed not to disturb him 		
CF | -- he seemed fine when I left in the evening. It was only when he 		
CF | didn't turn up for work this morning that I thought..." 		
CF | 		
CF | "...You thought something might have happened?" 		
CF | 		
CF | "Exactly." Justinian looks at his hands. "When I called on him in his 		
CF | domicile -- the disease had taken him." 		
CF | 		
CF | 1) "Can you tell me anything about Doctor Arturus's 		
CF | patients?" 		
CF | 2) "What are your thoughts on the disease?" 		
CF | 3) "There was an attempt on Doctor Cavala's life. Do you have any 		
CF | idea why?" 		
CF | 4) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Can you tell me anything about Doctor Arturus's patients?" 		
CF | 		
CF | Justinian's jaw hardens. "I know very little," he says. "Doctor 		
CF | Arturus... even in this clinic, with his aide, he was circumspect 		
CF | about his clients. He never told me anything. Never let me handle any 		
CF | of the administration. It's almost as if he didn't trust me -- but he 		
CF | was always a private man. I'm afraid I can't help you more." 		
CF | 		
CF | 1) "Do you know where the patient records are kept?" 		
CF | 2) "What are your thoughts on the disease?" 		
CF | 3) "There was an attempt on Doctor Cavala's life. Do you have any 		
CF | idea why?" 		
CF | 4) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | You squirm in your seat. "Do you know where the patient records are 		
CF | kept?" 		
CF | 		
CF | "Try Doctor Arturus's domicile," he says. "He was obsessed with 		
CF | control. It would be like him to have every record on hand." 		
CF | 		
CF | 1) "What are your thoughts on the disease?" 		
CF | 2) "There was an attempt on Doctor Cavala's life. Do you have any 		
CF | idea why?" 		
CF | 3) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What are your thoughts on... on the disease?" 		
CF | 		
CF | A serious cast comes over Justinian's features, and he pauses before 		
CF | speaking. 		
CF | 		
CF | "I know that it is dangerous, Marid. It has killed so many in mere 		
CF | days -- not even Doctor Arturus was safe, and he was the most cautious 		
CF | man I ever knew. If you plan to investigate this -- you must be 		
CF | careful, Marid. Very careful." 		
CF | 		
CF | 1) "Was Doctor Arturus a cautious man? Doctor Cavala didn't give 		
CF | me that impression." 		
CF | 2) "There was an attempt on Doctor Cavala's life. Do you have any 		
CF | idea why?" 		
CF | 3) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Was Doctor Arturus a cautious man?" you ask. "Doctor Cavala... didn't 		
CF | give me that impression." 		
CF | 		
CF | Justinian looks almost disappointed for a moment, and the look in his 		
CF | eyes breaks your heart. 		
CF | 		
CF | "Doctor Cavala didn't know him like I did," he says, quietly. 		
CF | 		
CF | 1) "There was an attempt on Doctor Cavala's life. Do you have any 		
CF | idea why?" 		
CF | 2) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "There was... there was an attempt on Doctor Cavala's life. Do you 		
CF | have any idea why?" 		
CF | 		
CF | "Hmm?" 		
CF | 		
CF | You relate your recollection of last night's events, and Justinian 		
CF | purses his lips. 		
CF | 		
CF | "I don't know what that's all about," he says. "It sounds like Doctor 		
CF | Cavala is the one you should ask." 		
CF | 		
CF | 1) "I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'll... I'll look around the clinic. Perhaps I'll find something the 		
CF | Vigiles have missed." 		
CF | 		
CF | You stand up a little too anxiously -- no, Marid, you're blowing 		
CF | it -- and then Justinian grabs your wrist and you react in an 		
CF | entirely unladylike fashion but his attention is focused completely on 		
CF | you. 		
CF | 		
CF | "Marid," he says. 		
DavidW pushes the green 'space' button. 		
CF | "Marid," he says."J-- Justinian?" 		
DavidW pushes the green 'space' button. 		
CF | "Marid," he says."J-- Justinian?""Be careful." His voice is trembling. 		
CF | "I don't want anything to happen to you. If -- if it's too dangerous 		
CF | -- you can just go back to Doctor Cavala. No one will begrudge you for 		
CF | it." 		
DavidW pushes the green 'space' button. 		
CF | it."His words wrench at your heartstrings. For a moment you have the 		
CF | urge to hug him and forget about everything -- forget about blood, 		
CF | forget about tears, forget about the dying and the dead. 		
DavidW pushes the green 'space' button. 		
CF | forget about tears, forget about the dying and the dead.But when you 		
CF | close your eyes, you know you'd never forgive yourself. Not for the 		
CF | rest of your life. 		
DavidW pushes the green 'space' button. 		
CF | rest of your life."I'll be careful," you tell him. "I promise." 		
DavidW pushes the green 'space' button. 		
CF | rest of your life."I'll be careful," you tell him. "I promise."He 		
CF | reluctantly lets go. 		
DavidW pushes the green 'space' button. 		
CF | reluctantly lets go.You turn and make your way into the frigid light. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | reluctantly lets go.You turn and make your way into the frigid 		
CF | light.## Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. Yet for all its technical mastery, the space 		
CF | seems somehow empty, somehow melancholy. 		
CF | 		
CF | An arch to the west leads back to the Turris Infinita foyer. 		
CF | 		
CF | A Vigiles examiner and his investigators are huddled around a group of 		
CF | tarpaulin-covered bodies. Beside them, Justinian sits at a coffee 		
CF | table, brooding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x examiner" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X EXAMINER 		
CF | 		
CF | The Vigiles examiner appears to be the one in charge of the team. He 		
CF | looks surprisingly human, if you discount his quivering mustache. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bodies" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X BODIES 		
CF | 		
CF | You can't see much of the bodies beneath the tarpaulins. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to examiner" 		
CF | > 		
CF | > TALK TO EXAMINER 		
CF | 		
CF | You approach the team of Vigiles, signum in hand. The examiner's cilia 		
CF | twitch as he looks you over. 		
CF | 		
CF | "Examiner Velox," he says. "Channelworks Division. And who might you 		
CF | be?" 		
DavidW pushes the green 'space' button. 		
CF | be?""My name is Servator Marid Orpheia," you reply. "I'm here on 		
CF | behalf of Doctor Cavala. I need to study the bodies so we can develop 		
CF | a cure for the affliction." 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | a cure for the affliction.""The ius medici?" He nods. "Very 		
CF | well, Servator. You may inspect these bodies at your own risk. Do not 		
CF | damage them, however -- we are considering the possibility of 		
CF | quarantine, and they may be used as evidence in the tribunal." 		
CF | 		
CF | 1) "Quarantine?" 		
CF | 2) "Tribunal?" 		
CF | 3) "I'll do my best to avoid damaging the bodies." 		
CF | 4) "I can't promise that I won't damage the bodies..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Quarantine?" 		
CF | 		
CF | "Indeed." His mustache bristles vigorously. "If there is even a 		
CF | possibility that Doctor Justinian's fears ring true, it is imperative 		
CF | that the spread of the disease be contained -- if not within the 		
CF | Turris, then within the Channelworks District." 		
CF | 		
CF | 1) "The disease isn't confined to the Turris." 		
CF | 2) "You mentioned a tribunal?" 		
CF | 3) "I'll do my best to avoid damaging the bodies." 		
CF | 4) "I can't promise that I won't damage the bodies..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "The disease isn't confined to the Turris." 		
CF | 		
CF | He frowns. "Then the situation is worse than I had imagined. We 		
CF | must quarantine the district in the name of the public good." 		
CF | 		
CF | 1) "You mentioned a tribunal?" 		
CF | 2) "I'll do my best to avoid damaging the bodies." 		
CF | 3) "I can't promise that I won't damage the bodies..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You mentioned a tribunal?" 		
CF | 		
CF | Examiner Velox flashes his badge. "We are here on behalf of the 		
CF | district councils. At this very moment, a hearing is under way 		
CF | regarding measures to be taken against the disease." 		
CF | 		
CF | 1) "I'll do my best to avoid damaging the bodies." 		
CF | 2) "I can't promise that I won't damage the bodies..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'll do my best to avoid damaging the bodies." 		
CF | 		
CF | He nods. "Excellent. To business, then. If you'll follow me..." 		
DavidW pushes the green 'space' button. 		
CF | He nods. "Excellent. To business, then. If you'll follow me..."You 		
CF | follow him to the slab, where he draws back the tarpaulin. You 		
CF | recognize Doctor Arturus, but there are three others: a man dressed in 		
CF | finery, a man built like a fighter, and a reedy young woman. All have 		
CF | black stains around their mouths and eyes. 		
DavidW pushes the green 'space' button. 		
CF | black stains around their mouths and eyes."Here are the four victims 		
CF | of the disease," Examiner Velox says. "We've made some preliminary 		
CF | investigations into their identities. Looking for identification on 		
CF | the bodies, cross-referencing against our records, et 		
CF | cetera..." 		
DavidW pushes the green 'space' button. 		
CF | cetera...""What can you tell me?" you ask. 		
DavidW pushes the green 'space' button. 		
CF | cetera...""What can you tell me?" you ask."The man on the left is 		
CF | Doctor Arturus -- I see you're already familiar with him. Very good. 		
CF | The one beside him, the well-dressed man, is Creditor Nacarat of the 		
CF | Furopolis Securities Exchange. He's rather well-known in certain 		
CF | circles of society -- has been implicated in some fraud allegations, 		
CF | but nothing concrete." 		
DavidW pushes the green 'space' button. 		
CF | but nothing concrete.""What about the other two?" 		
DavidW pushes the green 'space' button. 		
CF | but nothing concrete.""What about the other two?""Ah." Examiner Velox 		
CF | furrows his mustache. "They are more of an enigma. They carry no 		
CF | identification; they are not in our records. We believe they were 		
CF | unregistered criminals hiding in the Shanty Quarter. According to our 		
CF | contacts, they match the description of Sal and Piper, a villainous 		
CF | duo of some notoriety. They were underworld enforcers, and not 		
CF | particularly well liked." 		DavidW says, "Sal and Piper =!= Salt and Pepper"
		Knight_Otu says, "Oh, yeah."
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | particularly well liked."You consider the facts laid before you. 		
CF | 		
CF | 1) "The victims all died of the same disease?" 		
CF | 2) "Regarding Doctor Arturus..." 		
CF | 3) "Regarding Creditor Nacarat..." 		
CF | 4) "Regarding Sal and Piper..." 		
CF | 5) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "The victims all died of the same disease?" 		
CF | 		
CF | Examiner Velox shrugs. "Like you, we cannot damage the bodies, making 		
CF | any detailed examination impossible. It seems clear, however, that 		
CF | these deaths were all caused by the same affliction of the blood." 		
CF | 		
CF | 1) "Regarding Doctor Arturus..." 		
CF | 2) "Regarding Creditor Nacarat..." 		
CF | 3) "Regarding Sal and Piper..." 		
CF | 4) "I'll keep investigating." 		
CF | 		
CF | > 		MoyTravis says, "Oh! Hah. Nice catch."
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Regarding Doctor Arturus..." 		
CF | 		
CF | 1) "You're certain about his identity?" 		
CF | 2) "What was the state his body was found in?" 		
CF | 3) "What was the time of death?" 		
CF | 4) "Is there anything I should be aware of?" 		
CF | 5) "Regarding Creditor Nacarat..." 		
CF | 6) "Regarding Sal and Piper..." 		
CF | 7) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You're certain about his identity?" 		
CF | 		
CF | Examiner Velox's mustache wriggles. "You and Doctor Justinian have 		
CF | both identified the body. We have detected no illusions, if that is 		
CF | what you are asking. The body on the slab is, without a doubt, that of 		
CF | Doctor Arturus." 		
CF | 		
CF | 1) "What was the state his body was found in?" 		
CF | 2) "What was the time of death?" 		
CF | 3) "Is there anything I should be aware of?" 		
CF | 4) "Regarding Creditor Nacarat..." 		
CF | 5) "Regarding Sal and Piper..." 		
CF | 6) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What was the state his body was found in?" 		
CF | 		
CF | "Doctor Justinian notified the Vigiles at five in the morning," 		
CF | Examiner Velox replies. "When we arrived at quarter-past five, we 		
CF | found Doctor Arturus's body already laid out here on the slab. Doctor 		
CF | Justinian testified that he had found Doctor Arturus motionless in his 		
CF | domicile, and moved him here in an attempt to revive him." 		
CF | 		
CF | 1) "What was the time of death?" 		
CF | 2) "Is there anything I should be aware of?" 		
CF | 3) "Regarding Creditor Nacarat..." 		
CF | 4) "Regarding Sal and Piper..." 		
CF | 5) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What was the time of death?" 		
CF | 		
CF | His mustache squirms. "The varying temperatures in the Turris Infinita 		
CF | make the precise time difficult to ascertain. Complicating matters is 		
CF | the fact that Doctor Justinian moved the body, interfering with the 		
CF | natural processes of rigor mortis and livor mortis. 		
CF | All we can gather is that he died last night -- sometime between eight 		
CF | and twelve hours ago." 		
CF | 		
CF | 1) "What was the state his body was found in, again?" 		
CF | 2) "Is there anything I should be aware of?" 		
CF | 3) "Regarding Creditor Nacarat..." 		
CF | 4) "Regarding Sal and Piper..." 		
CF | 5) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Is there anything I should be aware of?" 		
CF | 		
CF | "We believe that he was infected through his gloves," Examiner Velox 		
CF | replies. "They are stained with black effluvium both within and 		
CF | without. If you are concerned with the method of transmission, you 		
CF | might examine them further." 		
CF | 		
CF | Through his gloves? That shouldn't be possible... 		
CF | 		
CF | 1) "What was the state his body was found in, again?" 		
CF | 2) "What was the time of death, again?" 		
CF | 3) "Regarding Creditor Nacarat..." 		
CF | 4) "Regarding Sal and Piper..." 		
CF | 5) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Regarding Creditor Nacarat..." 		
CF | 		
CF | 1) "Who was he again?" 		
CF | 2) "What was the time of death?" 		
CF | 3) "What do you know about the circumstances of his death?" 		
CF | 4) "Is there anything I should be aware of?" 		
CF | 5) "Regarding Doctor Arturus..." 		
CF | 6) "Regarding Sal and Piper..." 		
CF | 7) "I'll keep investigating." 		
CF | 		
CF | > 		Knight_Otu says, "Well that's troubling."
DavidW says (to ClubFloyd), "2" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 2 		
CF | 		
CF | "What was the time of death?" 		
CF | 		
CF | "By my estimation," he replies, "and assuming his body has remained in 		
CF | the clinic the whole time -- he died a little over thirty hours ago, 		
CF | on the night of the Third." 		
CF | 		
CF | The night Reden died, you mentally append. 		
CF | 		
CF | 1) "Who was he again?" 		
CF | 2) "What do you know about the circumstances of his death?" 		
CF | 3) "Is there anything I should be aware of?" 		
CF | 4) "Regarding Doctor Arturus..." 		
CF | 5) "Regarding Sal and Piper..." 		
CF | 6) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 2 		
CF | 		
CF | "What do you know about the circumstances of his death?" 		
CF | 		
CF | He shrugs. "Creditor Nacarat was a patient here before he died. All 		
CF | the signs suggest he died here, together with Sal and Piper." 		
CF | 		
CF | 1) "Who was he again?" 		
CF | 2) "What was the time of death, again?" 		
CF | 3) "Is there anything I should be aware of?" 		
CF | 4) "Regarding Doctor Arturus..." 		
CF | 5) "Regarding Sal and Piper..." 		
CF | 6) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Is there anything I should be aware of?" 		
CF | 		
CF | A twitch of the mustache. "There is a glyph of recording in the inner 		
CF | lining of his jacket. It holds an intriguing, if fragmented, 		
CF | phonographic transcription. We did not find it particularly useful, 		
CF | but it may be worth listening to regardless." 		
CF | 		
CF | 1) "Who was he again?" 		
CF | 2) "What was the time of death, again?" 		
CF | 3) "What do you know about the circumstances of his death, 		
CF | again?" 		
CF | 4) "Regarding Doctor Arturus..." 		
CF | 5) "Regarding Sal and Piper..." 		
CF | 6) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "5" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 5 		
CF | 		
CF | "Regarding Sal and Piper..." 		
CF | 		
CF | 1) "Who were they again?" 		
CF | 2) "What were the times of death?" 		
CF | 3) "What do you know about the circumstances of their 		
CF | deaths?" 		
CF | 4) "Is there anything I should be aware of?" 		
CF | 5) "Regarding Doctor Arturus..." 		
CF | 6) "Regarding Creditor Nacarat..." 		
CF | 7) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 2 		
CF | 		
CF | "What were the times of death?" 		
CF | 		
CF | "Both of them died around the same time," Examiner Velox replies, 		
CF | "though the precise time is uncertain. I am given to believe that they 		
CF | died around the same time as Creditor Nacarat -- around thirty hours 		
CF | ago, on the night of the Third." 		
CF | 		
CF | 1) "Who were they again?" 		
CF | 2) "What do you know about the circumstances of their 		
CF | deaths?" 		
CF | 3) "Is there anything I should be aware of?" 		
CF | 4) "Regarding Doctor Arturus..." 		
CF | 5) "Regarding Creditor Nacarat..." 		
CF | 6) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 2 		
CF | 		
CF | "What do you know about the circumstances of their deaths?" 		
CF | 		
CF | "As they were patients in the clinic," he replies, "they likely died 		
CF | here, together with Creditor Nacarat. The signs they exhibit 		
CF | corroborate that." 		
CF | 		
CF | 1) "Who were they again?" 		
CF | 2) "What were the times of death, again?" 		
CF | 3) "Is there anything I should be aware of?" 		
CF | 4) "Regarding Doctor Arturus..." 		
CF | 5) "Regarding Creditor Nacarat..." 		
CF | 6) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Is there anything I should be aware of?" 		
CF | 		
CF | "We found some things in their pockets," the examiner says. "You may 		
CF | wish to look at their possessions... although I am uncertain, 		
CF | personally, how relevant they are to this series of deaths." 		
CF | 		
CF | 1) "Who were they again?" 		
CF | 2) "What were the times of death, again?" 		
CF | 3) "What do you know about the circumstances of their deaths, 		
CF | again?" 		
CF | 4) "Regarding Doctor Arturus..." 		
CF | 5) "Regarding Creditor Nacarat..." 		
CF | 6) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "6" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > 6 		
CF | 		
CF | "I'll keep investigating." 		
CF | 		
CF | "Very well. I will be here if you have any further questions." 		
CF | 		
CF | You step back, and Examiner Velox returns to his work. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gloves" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X GLOVES 		
CF | 		
CF | Which do you mean, Doctor Arturus's gloves, Creditor Nacarat's gloves, 		
CF | or the clothes? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "doctor" 		
CF | > 		
CF | > DOCTOR 		
CF | 		
CF | You get a loupe and a pair of tweezers, and carefully -- very 		
CF | carefully -- you inspect Doctor Arturus's bloodstained gloves. 		
CF | 		
CF | Your heart hammers in your ears. Your breath condenses on the 		
CF | tarpaulins. 		
DavidW pushes the green 'space' button. 		
CF | tarpaulins.There! Is that -- 		
DavidW pushes the green 'space' button. 		
CF | tarpaulins.There! Is that --Nothing. 		
DavidW pushes the green 'space' button. 		
CF | tarpaulins.There! Is that --Nothing.There's nothing at all. 		
CF | The gloves are perfectly sealed. Brand new, in fact -- if you brush 		
CF | away the blood, you can see the sigils glowing softly on the rubber. 		
DavidW pushes the green 'space' button. 		
CF | away the blood, you can see the sigils glowing softly on the 		
CF | rubber.That means there are two possibilities. Either this disease can 		
CF | somehow be transmitted through an alchemically-sealed 		
CF | waterproof barrier -- which is in defiance of everything you learned 		
CF | in school, and besides you and Doctor Cavala are still alive, so that 		
CF | can't be right -- 		
DavidW pushes the green 'space' button. 		
CF | can't be right --Or there's something else at work here. Something 		
CF | more insidious. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | more insidious.You carefully decontaminate the equipment you borrowed 		
CF | and return it to the clinic. You're going to have to keep 		
CF | investigating. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doctor" 		
CF | > 		
CF | > X DOCTOR 		
CF | 		
CF | You approach the body. 		
CF | 		
CF | The first time you saw Doctor Arturus's face was in De historia 		
CF | medica, your first-year medical textbook. You still remember it 		
CF | -- sharp, black and white, with a jaw like a the edge of a knife. You 		
CF | were nervous, when you moved to the Channelworks District, to meet the 		
CF | famed pathologist in the flesh. 		
DavidW pushes the green 'space' button. 		
CF | famed pathologist in the flesh.But the man who you met that day was 		
CF | smaller, somehow. His features, so arresting in his youth, had 		
CF | crinkled under the burden of years. He did not look you in the eye 		
CF | when he shook your hand. 		
DavidW pushes the green 'space' button. 		
CF | when he shook your hand."His time is past," Doctor Cavala had said, 		
CF | afterwards. "He hardly practices these days..." 		
DavidW pushes the green 'space' button. 		
CF | afterwards. "He hardly practices these days..."The body laid before 		
CF | you is gaunt, almost pitiful. The sleeves of his natron coat are 		
CF | completely soaked in eerie black stains. His glasses are stained 		
CF | opaque, and his mouth is frozen open in horror. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | opaque, and his mouth is frozen open in horror.You could examine 		
CF | Doctor Arturus's head, his torso, his arms, or his legs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doctor head" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X DOCTOR HEAD 		
CF | 		
CF | Death has not been kind to Doctor Arturus. The black blood from his 		
CF | eyes and mouth has seeped into his wrinkles, crisscrossing his face 		
CF | with a spiderweb of decay. 		
CF | 		
CF | His mouth is wide open. It occurs to you that you could put your 		
CF | endoscope in and look around inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put endoscope in doctor mouth" 		
CF | > 		
CF | > PUT ENDOSCOPE IN DOCTOR MOUTH 		
CF | 		
CF | You insert the endoscope into Doctor Arturus's mouth... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | 		
CF | 		
CF | Mouth 		
CF | A cavern ringed with tombstones. The cavity glistens black -- the 		
CF | capillaries are visible behind the membranes, diseased and withered 		
CF | and creeping. It is almost impossible to distinguish blood from 		
CF | shadow. 		
CF | 		
CF | Light streams in from outside. The pharynx lies further in. 		
CF | 		
CF | > 		Roger says, "moderately clever"
		Knight_Otu says, "Oh, I didn't expect that."
DavidW says (to ClubFloyd), "x cavity" 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | > 		
CF | > X CAVITY 		
CF | 		
CF | The walls are streaked ebon where the diseased blood has set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x teeth" 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | > 		
CF | > X TEETH 		
CF | 		
CF | At this scale, Doctor Arturus's teeth are colossal bone plinths. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tongue" 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | > 		
CF | > X TONGUE 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF | > 		
CF | > IN 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | 		
CF | 		
CF | Pharynx 		
CF | A tunnel splitting, twisting darkly. Fleshy folds press inward, tight 		
CF | bundles of muscle and cartilage frozen in black ivy. 		
CF | 		
CF | The esophagus is blocked by the epiglottis. You can only descend 		
CF | through the larynx. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ivy" 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | > 		
CF | > X IVY 		
CF | 		
CF | The scutiform cartilage. The smuggler's fossa. The ventricular folds. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x epiglottis" 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | > 		
CF | > X EPIGLOTTIS 		
CF | 		
CF | The epiglottis is frozen in rigor mortis, and will not move. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | 		
CF | 		
CF | Trachea 		
CF | It is almost completely dark, save the small ring of light from your 		
CF | lens. Your world is a hollow pit with no beginning and no end. 		
CF | 		
CF | Below are the lungs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lungs" 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | > 		
CF | > X LUNGS 		
CF | 		
CF | Somewhere beneath are the bronchi, the bronchioles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bronchi" 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | > 		
CF | > X BRONCHI 		
CF | 		
CF | Somewhere beneath are the bronchi, the bronchioles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | Lungs 		
CF | The terminus of the respiratory system. A thousand dead ends, holes, 		
CF | alveoli -- they greet you like blood-choked eye sockets. 		
DavidW pushes the green 'space' button. 		
CF | alveoli -- they greet you like blood-choked eye sockets.Something is 		
CF | wrong here. 		
DavidW pushes the green 'space' button. 		
CF | wrong here.The pattern of decay isn't consistent with an airborne 		
CF | pathogen. If the disease were transmitted by air or aether, it would 		
CF | attack from the alveoli inward. Here, it looks like the infection 		
CF | spread outward, from the blood vessels into the lungs. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | spread outward, from the blood vessels into the lungs.Further 		
CF | on, you see the cast-off tethers of Doctor Arturus's animus still 		
CF | lingering in the aetheric weave. But the skeins are fragmented, 		
CF | somehow. Different from the textbooks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x animus" 		
CF | > 		
CF | > X ANIMUS 		
CF | 		
CF | The animus, colloquially known as the soul, is bound to a person's 		
CF | body by aetheric skeins. When the body dies, the skeins are loosened, 		
CF | and the animus drifts apart from the corpus. Every first-year medical 		
CF | student knows that. 		
CF | 		
CF | Here, the animic skeins were not loosened. They were ripped apart. 		
DavidW says (to ClubFloyd), "x infection" 		
CF | Here, the animic skeins were not loosened. They were ripped apart.You 		
CF | can see auroral fragments flickering in the halo of your lens-light. 		
CF | They shine weakly, painfully, unable to fade away. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Doctor Arturus 		
CF | They shine weakly, painfully, unable to fade away.What are you looking 		
CF | at here? What kind of disease attacks the soul? 		
CF | 		
CF | (Type >out to end the endoscopy.) 		
CF | 		
CF | (You think you've learned all you can from Doctor Arturus's body. You 		
CF | should look for more clues elsewhere.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You withdraw upward... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | 		
CF | You clean the endoscope and put it in your pocket. 		
CF | 		
CF | Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. 		
CF | 		
CF | An arch to the west leads back to the Turris Infinita foyer. 		
CF | 		
CF | Examiner Velox and his investigators are huddled around the bodies of 		
CF | Doctor Arturus, Creditor Nacarat, Sal, and Piper. Beside them, 		
CF | Justinian sits at a coffee table, brooding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doctor legs" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X DOCTOR LEGS 		
CF | 		
CF | Doctor Arturus is wearing formal trousers and rubber boots -- 		
CF | relatively dignified, in comparison with the rest of his body. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x boots" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X BOOTS 		
CF | 		
CF | Doctor Arturus is wearing formal trousers and rubber boots -- 		
CF | relatively dignified, in comparison with the rest of his body. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doctor torso" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X DOCTOR TORSO 		
CF | 		
CF | The doctor is a thin man, shrunken with age. His natron coat is of 		
CF | that old-fashioned button-up sort you see in laterna magica 		
CF | pictures. Your eyes are drawn to his ruined sleeves, which cling to 		
CF | his skin like grotesque pelagic rays. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sleeves" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X SLEEVES 		
CF | 		
CF | Doctor Arturus's sleeves are streaked with black blood. Like a living 		
CF | thing, it seems to have oozed up from his hands, twisting and 		
CF | squirming and crawling up his forearms. His gloves are almost 		
CF | completely black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x arms" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X ARMS 		
CF | 		
CF | Doctor Arturus's sleeves are streaked with black blood. Like a living 		
CF | thing, it seems to have oozed up from his hands, twisting and 		
CF | squirming and crawling up his forearms. His gloves are almost 		
CF | completely black. 		
CF | 		
CF | > 		Roger says, "everyone's favourite, Doctor Torso"
DavidW says (to ClubFloyd), "x gloves" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X GLOVES 		
CF | 		
CF | Although the gloves are coated in blood, they're brand new. You can 		
CF | still see the sigils glowing on the rubber. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x nacarat" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X NACARAT 		
CF | 		
CF | There is a certain poise surrounding this man, even in death. His 		
CF | facial hair is immaculately trimmed; his features are not diminished 		
CF | by the black trails that stain them. But something in his bearing 		
CF | sends a shiver up your spine, something that is cold and callous and 		
CF | utterly without sympathy. 		
CF | 		
CF | You could examine Creditor Nacarat's head, his torso, his arms, or his 		
CF | legs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x head" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X HEAD 		
CF | 		
CF | Like you, he bears tattoos on his face, but his are in the mode of the 		
CF | Austri rather than the alchemical. Alongside, his pearl earrings catch 		
CF | the light -- his face is framed in pale off-white. 		
CF | 		
CF | Blood runs from his open mouth. It occurs to you that you could put 		
CF | your endoscope in and look around inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x earrings" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X EARRINGS 		
CF | 		
CF | They strike you as slightly ostentatious. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put endoscope in mouth" 		
CF | > 		
CF | > PUT ENDOSCOPE IN MOUTH 		
CF | 		
CF | You insert the endoscope into Creditor Nacarat's mouth... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | 		
CF | 		
CF | Mouth 		
CF | The tongue is a diseased behemoth. It wallows in a pool of dark dried 		
CF | blood, broken by stained folds and bleached teeth. On the tip a 		
CF | piercing has become infected, revealing the ragged holes at either 		
CF | side. 		
CF | 		
CF | Light streams in from outside. The pharynx lies further in. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x piercing" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X PIERCING 		
CF | 		
CF | Blood leaks beneath the engraved orichalcum. 		
CF | 		
CF | > 		Roger says, "I guess of all the places an endoscope could go, I'm happy we're going in through the mouth"
DavidW says (to ClubFloyd), "x teeth" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X TEETH 		
CF | 		
CF | Markers in a sunless sea. There are white trails where his 		
CF | tooth-powder has melted. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trails" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X TRAILS 		
CF | 		
CF | Markers in a sunless sea. There are white trails where his 		
CF | tooth-powder has melted. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pool" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X POOL 		
CF | 		
CF | The shadows are opaque. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tongue" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X TONGUE 		
CF | 		
CF | Withered within and without. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF | > 		
CF | > IN 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | 		
CF | 		
CF | Pharynx 		
CF | This grotto is barely recognizable. Flesh has corroded, sloughed from 		
CF | cartilage. The throat weeps with the ruins of ruptured blood vessels. 		
CF | 		
CF | The epiglottis blocks the larynx. You can only descend into the 		
CF | esophagus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | 		
CF | 		
CF | Esophagus 		
CF | You hang between sphincters, slashed apart and seized with rigor 		
CF | mortis. The walls, flickering in your unsteady lens-light, run 		
CF | with black streaks into the yawning darkness. 		
CF | 		
CF | The stomach lies beneath. 		
CF | 		
CF | > 		Roger says, "maybe we can pull the tongue out of the way, from without"
DavidW says (to ClubFloyd), "x streaks" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X STREAKS 		
CF | 		
CF | Death flows through this place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | Stomach 		
CF | The stain of disease is everywhere. The humidity is almost palpable. 		
CF | The pylorus is stopped -- a glistening black expanse rises in the 		
CF | light, residual bile and vitriolic secretions unable to drain into the 		
CF | small intestine. 		
CF | 		
CF | There are things drifting lazily in the body-of-stomach. You 		
CF | can see festering tumors that have crawled up the stomach lining, 		
CF | embedded themselves in the mucosa, insinuated themselves into the 		
CF | circulatory system. And from them, sickly veins crawl outward, each a 		
CF | deadly trail that points back to the heart. 		Knight_Otu says, "I rather doubt it."
DavidW says (to ClubFloyd), "x things" 		
CF | deadly trail that points back to the heart.There is no doubt. This 		
CF | stomach -- this spawning pit -- this must have been the 		
CF | origin of Creditor Nacarat's infection. 		
DavidW pushes the green 'space' button. 		
CF | origin of Creditor Nacarat's infection.But what does that imply? Was 		
CF | the disease in something the man ingested? Was it something 		
CF | he ate, something he drank? 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | he ate, something he drank?There's too little evidence. You have to 		
CF | keep investigating. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x things" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X THINGS 		
CF | 		
CF | You'll have to specify which one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tumors" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X TUMORS 		
CF | 		
CF | You have the urge to throw up just looking at them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > L 		
CF | 		
CF | Stomach 		
CF | The stain of disease is everywhere. The humidity is almost palpable. 		
CF | The pylorus is stopped -- a glistening black expanse rises in the 		
CF | light, residual bile and vitriolic secretions unable to drain into the 		
CF | small intestine. 		
CF | 		
CF | There are things drifting lazily in the body-of-stomach. You 		
CF | can see festering tumors that have crawled up the stomach lining, 		
CF | embedded themselves in the mucosa, insinuated themselves into the 		
CF | circulatory system. And from them, sickly veins crawl outward, each a 		
CF | deadly trail that points back to the heart. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x veins" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X VEINS 		
CF | 		
CF | You have the urge to throw up just looking at them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bile" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X BILE 		
CF | 		
CF | Unidentifiable boli drift across the pool's surface. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x heart" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X HEART 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mucosa" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X MUCOSA 		
CF | 		
CF | You have the urge to throw up just looking at them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x thing" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > X THING 		
CF | 		
CF | Black. Bloody. Spherical. They elude description. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Arturus's Clinic Inspecting Creditor Nacarat 		
CF | > 		
CF | > D 		
CF | 		
CF | You cannot go any further. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You withdraw upward... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | 		
CF | You clean the endoscope and put it in your pocket. 		
CF | 		
CF | Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. 		
CF | 		
CF | An arch to the west leads back to the Turris Infinita foyer. 		
CF | 		
CF | Examiner Velox and his investigators are huddled around the bodies of 		
CF | Doctor Arturus, Creditor Nacarat, Sal, and Piper. Beside them, 		
CF | Justinian sits at a coffee table, brooding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x torso" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X TORSO 		
CF | 		
CF | The creditor's jacket is dark, embellished with buttons of brass and 		
CF | mother-of-pearl. There are black stains here and there, where blood 		
CF | has run down from his chin and seeped into the fabric. 		
CF | 		
CF | The jacket has been partially undone, revealing a quicksilver glyph 		
CF | embroidered in the lining. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x glyph" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X GLYPH 		
CF | 		
CF | It appears to be a glyph of recording. Although it has suffered 		
CF | partial bloodstain damage, it still appears to be functional. You 		
CF | could listen to it if you wanted. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen to it" 		
CF | > 		
CF | > LISTEN TO IT 		
CF | 		
CF | "Sonate," you say. 		
CF | 		
CF | The glyph flickers aglow, coursing with stained quicksilver, and the 		
CF | inscription begins to revolve around the index. 		
DavidW pushes the green 'space' button. 		
CF | inscription begins to revolve around the index."--for your 		
CF | hospitality, Doctor," a bass voice crackles. "I hope you will consider 		
CF | what I have said." 		
DavidW pushes the green 'space' button. 		
CF | what I have said."There is noise for a few seconds -- a clink that 		
CF | sounds like porcelain or glass. An inhalation. 		
DavidW pushes the green 'space' button. 		
CF | sounds like porcelain or glass. An inhalation.The crash of shards 		
CF | shattering. 		
DavidW pushes the green 'space' button. 		
CF | shattering."Creditor?" you hear Doctor Arturus's voice echo. "Are you 		
CF | feeling quite all right? Perhaps we should --" 		
DavidW pushes the green 'space' button. 		
CF | feeling quite all right? Perhaps we should --"The words are drowned 		
CF | out by coughing. You hear the sound of friction on fabric, growing 		
CF | louder and louder. 		
DavidW pushes the green 'space' button. 		
CF | louder and louder.The recording cuts out. The glyph returns to its 		
CF | resting state. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | resting state.It sounds like Creditor Nacarat was taking tea with 		
CF | Doctor Arturus when his symptoms emerged. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stains" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X STAINS 		
CF | 		
CF | (the dried black blood) 		
CF | You know these symptoms all too well, now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x arms" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X ARMS 		
CF | 		
CF | He wears the smooth black gloves of a businessman. Decorative gilding 		
CF | plays across the back of each hand, surrounding the faint molded 		
CF | silhouette of a raven. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gloves" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X GLOVES 		
CF | 		
CF | He wears the smooth black gloves of a businessman. Decorative gilding 		
CF | plays across the back of each hand, surrounding the faint molded 		
CF | silhouette of a raven. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x legs" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X LEGS 		
CF | 		
CF | Elegant pin-striped trousers. There appear to be some items in his 		
CF | pockets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x items" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X ITEMS 		
CF | 		
CF | Most of the things in Creditor Nacarat's pockets are detritus, but 		
CF | that black pocketbook looks interesting. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pocketbook" 		
CF | > 		
CF | > X POCKETBOOK 		
CF | 		
CF | It appears to be a coded record of business transactions. Of 		
CF | particular interest is the last chronological entry, which records a 		
CF | significant sum made out to "S&P". 		
CF | 		
CF | Strange. You don't know any company in the Channelworks District with 		
CF | those initials. Unless... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | those initials. Unless...The fact that Sal and Piper have those 		
CF | initials can't be a coincidence. Can it? 		
CF | 		
CF | (You think you've learned all you can from Creditor Nacarat's body. 		
CF | You should look for more clues elsewhere.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sal" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X SAL 		
CF | 		
CF | The man on the slab is muscle-bound -- built like a gray longhorn, 		
CF | with a countenance to match. His coat has the whiff of sweat and 		
CF | blood. It does not quite conceal the scars that split his knuckles, 		
CF | nor the black lines that crisscross his chest. 		
CF | 		
CF | You could examine Sal's head, his torso, his arms, or his legs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x head" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X HEAD 		
CF | 		
CF | His skull is monstrous and chiseled. His eyes bleed, glisten, like 		
CF | orbs of bloodshot onyx. But beneath the brutishness so prominent in 		
CF | his features, there is an indescribable and all-too-familiar sadness. 		
CF | 		
CF | His mouth is closed. An endoscopy will not be possible here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x eyes" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X EYES 		
CF | 		
CF | Small and sunken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ears" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X EARS 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x torso" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X TORSO 		
CF | 		
CF | If Sal wasn't a canal-man, he had the dress sense of one. His work 		
CF | coat is an intimidating leather mass that could stop knife blades, and 		
CF | looks like it has. Beneath is an unbuttoned shirt, revealing a mass of 		
CF | savage black scars. 		
CF | 		
CF | You notice a bit of metal glinting in his coat pocket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scars" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X SCARS 		
CF | 		
CF | Once, these would have been red. Now they are black and diseased. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x metal" 		
CF | > 		
CF | > X METAL 		
CF | 		
CF | You draw back the leather, revealing a pair of knuckle-dusters. 		
CF | Wicked-looking implements, with holes for the fingers, and grim stains 		
CF | surrounding the pointed nubs. 		
CF | 		
CF | Weapons like these aren't uncommon in the Channelworks District. Even 		
CF | Horatio used to own a set. One can't be too careful living and working 		
CF | in the less-frequented parts of the city. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | in the less-frequented parts of the city.But you don't often see a 		
CF | knuckle-duster with a raven engraved in place of the manufacturer's 		
CF | logo. 		
CF | 		
CF | That's the second time you've seen that raven symbol today. Is it 		
CF | connected to these deaths somehow? Perhaps someone will know something 		
CF | about the symbol's significance. 		
CF | 		
CF | > 		Knight_Otu says, "A raven again? It's probably nothing."
		DavidW asks, "Where was the 1st time?"
		Roger says, "on dude's gloves"
		Knight_Otu says, "The Creditor's... right."
		DavidW says, "ah"
DavidW says (to ClubFloyd), "x coat" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X COAT 		
CF | 		
CF | It's a crinkly brown, with unprepossessing stains splashed here and 		
CF | there. 		
CF | 		
CF | There is a set of knuckle-dusters in his coat pocket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stains" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X STAINS 		
CF | 		
CF | It's a crinkly brown, with unprepossessing stains splashed here and 		
CF | there. 		
CF | 		
CF | There is a set of knuckle-dusters in his coat pocket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shirt" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X SHIRT 		
CF | 		
CF | Some unbutton their shirts to look fashionable. Others do so because 		
CF | they sweat a great deal in their line of work. You suspect Sal falls 		
CF | into the latter category. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x legs" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X LEGS 		
CF | 		
CF | Tough trousers and work boots. There are clumps of grime encrusted in 		
CF | his soles, and other things that you don't really want to dwell on. 		
CF | 		
CF | Hanging from Sal's belt is a battered keyring. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x keyring" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X KEYRING 		
CF | 		
CF | A loop of steel wire. It holds a pair of crudely fashioned keys, the 		
CF | sort used in old buildings and cheap locks. 		
CF | 		
CF | You wonder if Examiner Velox will allow you to borrow it. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Keys keys keys!"
DavidW says (to ClubFloyd), "ask velox about keys" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > ASK VELOX ABOUT KEYS 		
CF | 		
CF | (Use the command >talk to or >t to converse with other 		
CF | characters.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take keys" 		
CF | > 		
CF | > TAKE KEYS 		
CF | 		
CF | You glance at Examiner Velox. "There's a keyring on Sal's body. Do you 		
CF | mind if I borrow it for a while?" 		
CF | 		
CF | "Well --" His mustache wriggles. "You are not officially 		
CF | permitted, Servator, but if you believe it will further your 		
CF | investigation... let us agree that my attention is divided, focused 		
CF | elsewhere. Just be sure to return it to the basilica when you are 		
CF | finished." 		
DavidW pushes the green 'space' button. 		
CF | finished.""I will," you reply. "Thank you." 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | finished.""I will," you reply. "Thank you."You pocket the keyring. 		
CF | 		
CF | (You think you've learned all you can from Sal's body. You should look 		
CF | for more clues elsewhere.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x belt" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X BELT 		
CF | 		
CF | A rugged leather belt. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x boots" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X BOOTS 		
CF | 		
CF | Tough trousers and work boots. There are clumps of grime encrusted in 		
CF | his soles, and other things that you don't really want to dwell on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x piper" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X PIPER 		
CF | 		
CF | A tall, thin specimen of a woman with arms and legs like sea-stilts. 		
CF | Of all the patients, her posture is the most contorted, as though her 		
CF | body had convulsed in the hour of death: she is a broken marionette, 		
CF | loosed from its strings and cast aside. 		
CF | 		
CF | You could examine Piper's head, her torso, her arms, or her legs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x head" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X HEAD 		
CF | 		
CF | A dark thin face with dark thin hair. Her lips are colorless, foul 		
CF | with trails of long-dried ichor; her eyes, glassy and expressionless, 		
CF | are buried in black rings of decay. 		
CF | 		
CF | Her mouth is slightly parted. It occurs to you that you could put your 		
CF | endoscope in and look around inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x eyes" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X EYES 		
CF | 		
CF | Her eyes are empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put endoscope in mouth" 		
CF | > 		
CF | > PUT ENDOSCOPE IN MOUTH 		
CF | 		
CF | You insert the endoscope into Piper's mouth... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | 		
CF | 		
CF | Mouth 		
CF | It is dark. What little light filters through the lips is absorbed by 		
CF | countless black ulcers, each an eruption of effluvium and contagion. 		
CF | Between them run stains on a stained tongue, and capillaries that have 		
CF | shriveled and died. 		
CF | 		
CF | The light leads out. The pharynx leads in. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tongue" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X TONGUE 		
CF | 		
CF | It's utterly black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ulcers" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X ULCERS 		
CF | 		
CF | You are acutely aware of your own mouth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lips" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X LIPS 		
CF | 		
CF | At this magnification they are monstrous, engorged. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF | > 		
CF | > IN 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | 		
CF | 		
CF | Pharynx 		
CF | Dead flesh constricts you. Muscles seized by rigor mortis 		
CF | impede your entry, distended as though in a perpetual scream. The 		
CF | walls stain the endoscope lenses. 		
CF | 		
CF | The epiglottis blocks the larynx. You can only descend into the 		
CF | esophagus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x walls" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X WALLS 		
CF | 		
CF | Masses like black bezoars. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x epiglottis" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X EPIGLOTTIS 		
CF | 		
CF | The epiglottis, too, is frozen in rigor mortis, and will not 		
CF | move. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | You descend... 		Knight_Otu says, "I think we can all agree to be glad that this isn't a graphic adventure."
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | 		
CF | 		
CF | Esophagus 		
CF | A well without an end. You stare into a palpable darkness that goes on 		
CF | and on, a purgatory of black branches and devouring rings. 		
CF | 		
CF | The stomach is beneath. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x branches" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X BRANCHES 		
CF | 		
CF | Arteries, veins, twisting and spiraling into the dark. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | You descend... 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | Stomach 		
CF | A flooded cavern. You hang terrifyingly over a pitch-dark expanse of 		
CF | undigested bile. The stomach walls are ruptured and lacerated and 		
CF | pockmarked with ulcers that leer evilly in your lens-light. 		
CF | 		
CF | And in the center of it all there is a mass, an island in the 		
CF | body-of-stomach. Sickening boli that have clumped together and 		
CF | extended their tendrils into the surrounding vitriol and flesh -- 		
CF | infected the bloodstream. 		Roger says, "quite graphic enough as it is, yes"
DavidW pushes the green 'space' button. 		
CF | infected the bloodstream.These are the things that killed Piper. These 		
CF | -- these things -- they must have grown inside her stomach. 		
CF | They must have destroyed her from the inside. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | They must have destroyed her from the inside.Not a comforting thought. 		
CF | It raises more questions than it answers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mass" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X MASS 		
CF | 		
CF | You hope it's your hands that are trembling, and not the mass. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stomach" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X STOMACH 		
CF | 		
CF | Layers of flesh have been flayed away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ulcers" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X ULCERS 		
CF | 		
CF | Layers of flesh have been flayed away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bile" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > X BILE 		
CF | 		
CF | Acid. Mucus. Chyme. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Arturus's Clinic Inspecting Piper 		
CF | > 		
CF | > D 		
CF | 		
CF | You cannot go any further. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You withdraw upward... 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | 		
CF | You clean the endoscope and put it in your pocket. 		
CF | 		
CF | Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. 		
CF | 		
CF | An arch to the west leads back to the Turris Infinita foyer. 		
CF | 		
CF | Examiner Velox and his investigators are huddled around the bodies of 		
CF | Doctor Arturus, Creditor Nacarat, Sal, and Piper. Beside them, 		
CF | Justinian sits at a coffee table, brooding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x torso" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X TORSO 		
CF | 		
CF | Piper's clothes are muted and loosely fitted. She wears a cut-off 		
CF | frock, and above it a watchwoman's jacket with unidentifiable stains 		
CF | along the flaps. She would have been difficult to pick out in a 		
CF | working crowd -- or in a dark alley. 		
CF | 		
CF | You notice a square, flat outline in one of her jacket pockets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pocket" 		
CF | > 		
CF | > X POCKET 		
CF | 		
CF | A folded scrap of paper. Further investigation reveals it to be a list 		
CF | of names followed by -- numbers? Prices? 		
DavidW pushes the green 'space' button. 		
CF | of names followed by -- numbers? Prices?Sums of money. 		
DavidW pushes the green 'space' button. 		
CF | of names followed by -- numbers? Prices?Sums of money.You recognize 		
CF | some of the names on here, too -- you've bought your groceries, or 		
CF | your clothes, from these people in the past. All of the names have 		
CF | check marks beside them. Some of them are crossed out. 		
DavidW pushes the green 'space' button. 		
CF | check marks beside them. Some of them are crossed out.Has Piper been 		
CF | collecting debts? 		
DavidW pushes the green 'space' button. 		
CF | collecting debts?You reach the end of the page, and turn it over only 		
CF | to find the reverse side blank. 		
DavidW pushes the green 'space' button. 		
CF | to find the reverse side blank.Only... hold on a second. 		
DavidW pushes the green 'space' button. 		
CF | to find the reverse side blank.Only... hold on a second.The front of 		
CF | the paper was slightly yellowed, but this side is completely white. It 		
CF | looks almost -- almost bleached. 		
DavidW pushes the green 'space' button. 		
CF | looks almost -- almost bleached.Yes. It's not just your 		
CF | imagination. The texture is different. The stains have been removed. 		
DavidW pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | imagination. The texture is different. The stains have been 		
CF | removed.The reverse side of the paper wasn't blank. Someone 		
CF | blanked it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take paper" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | The name list is evidence. You should leave it for the Vigiles 		
CF | investigators. 		
CF | 		
CF | > 		Knight_Otu says, "Well darn it. Hope we have some de-bleaching alchemists around."
DavidW says (to ClubFloyd), "x torso" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X TORSO 		
CF | 		
CF | Piper's clothes are muted and loosely fitted. She wears a cut-off 		
CF | frock, and above it a watchwoman's jacket with unidentifiable stains 		
CF | along the flaps. She would have been difficult to pick out in a 		
CF | working crowd -- or in a dark alley. 		
CF | 		
CF | The list of names you found is in one of her jacket pockets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stains" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X STAINS 		
CF | 		
CF | This jacket was either stolen or poorly tailored. Possibly both. 		
CF | 		
CF | The list of names you found is in one of the jacket pockets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x arms" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X ARMS 		
CF | 		
CF | Her arms are surprisingly toned, beneath the concealing folds of her 		
CF | jacket. There are calluses on her hands, clumps of dirt under her 		
CF | fingernails. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x legs" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X LEGS 		
CF | 		
CF | Piper wears jackboots and a tattered half slip, leaving her thighs 		
CF | mostly exposed. Close to the pelvis, you can see ink-black blood 		
CF | vessels running perversely beneath the skin. 		
CF | 		
CF | You notice an inconspicuous leather strap around her right thigh. 		
CF | 		
CF | > 		Roger says, "Or she had a sudden change in body weight"
DavidW says (to ClubFloyd), "x vessels" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X VESSELS 		
CF | 		
CF | The color has drained from her skin. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x strap" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X STRAP 		
CF | 		
CF | The strap looks like it can be opened. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You draw back the false lining, revealing a set of throwing knives. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x knives" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X KNIVES 		
CF | 		
CF | On the hilt of each knife is embossed the symbol of a raven. 		
CF | 		
CF | (You think you've learned all you can from Piper's body. You should 		
CF | look for more clues elsewhere.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are a 		
CF | battered keyring, an endoscope, Doctor Cavala's signum, today's copy 		
CF | of the Libri Liberi, a note with Zoiro's address, yesterday's 		
CF | copy of the Libri Liberi, your practitioner's badge, your 		
CF | scalpel, your purse, and an antiseptic cloth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Fifth of Aquaria, Auritum IV 		
CF | 		
CF | I've made my choice. I have a job to do -- and I'm going to finish it. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Investigate the victims of the disease and identify the transmission 		
CF | vector 		
CF | 		
CF | Reden 		
CF | - Go to Riggertown and ask Zoiro about his brother's activities 		
CF | 		
CF | Doctor Arturus 		
CF | - Look around Doctor Arturus's domicile, in the Turris Infinita 		
CF | 		
CF | Creditor Nacarat 		
CF | - Look up the patient records in Doctor Arturus's domicile 		
CF | 		
CF | Sal and Piper 		
CF | - Look up the patient records in Doctor Arturus's domicile 		
CF | 		
CF | Miscellaneous 		
CF | - Ask around about the meaning of the raven 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | The disease 		
CF | - I learned that the disease is unlikely to be airborne. 		
CF | - I learned that the disease can be transmitted by ingestion. 		
CF | - I learned that the disease is bloodborne and attacks the animus, or 		
CF | the soul. 		
CF | 		
CF | Reden 		
CF | - I remember that Reden died on the night of the Third, two days ago. 		
CF | 		
CF | Doctor Arturus 		
CF | - I found that the gloves on Doctor Arturus's body were brand new. He 		
CF | couldn't have been infected through his hands if he had been wearing 		
CF | them. 		
CF | - I learned that Doctor Arturus died sometime between last night, on 		
CF | the Fourth, and this morning, on the Fifth. 		
CF | 		
CF | Creditor Nacarat 		
CF | - I learned that Creditor Nacarat was killed by something he ingested. 		
CF | - I found a raven symbol on Creditor Nacarat's gloves. 		
CF | - I learned that Creditor Nacarat could have hired Sal and Piper 		
CF | recently. 		
CF | - I learned that Creditor Nacarat was taking tea with Doctor Arturus 		
CF | when his symptoms emerged, and he broke a piece of tableware as a 		
CF | result. 		
CF | - I learned that Creditor Nacarat died on the night of the Third, two 		
CF | days ago. 		
CF | 		
CF | Sal and Piper 		
CF | - I found a raven symbol on Sal's knuckle-dusters. 		
CF | - I found a raven symbol on Piper's throwing knives. 		
CF | - I found a list of names that suggested Piper had been collecting 		
CF | debts. The reverse side of the paper had been intentionally blanked 		
CF | out. 		
CF | - I found a battered keyring on Sal's belt. 		
CF | - I learned that Piper was killed by something she ingested. 		
CF | - I learned that both Sal and Piper died on the night of the Third, 		
CF | two days ago. 		
CF | 		
CF | Miscellaneous 		
CF | - I'm in the mood for a drink... 		
CF | - I hope Doctor Cavala and Horatio will be all right at the clinic... 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Knight_Otu asks, "Well, that's all the bodies. I guess we can talk to the examiner and the doctor again for some more info?"
DavidW says (to ClubFloyd), "talk to examiner" 		
DavidW says (to ClubFloyd), "talk to examiner" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Arturus's Clinic Day Two 		
CF | 		
CF | 		
CF | Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. 		
CF | 		
CF | An arch to the west leads back to the Turris Infinita foyer. 		
CF | 		
CF | Examiner Velox and his investigators are huddled around the bodies of 		
CF | Doctor Arturus, Creditor Nacarat, Sal, and Piper. Beside them, 		
CF | Justinian sits at a coffee table, brooding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to examiner" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > TALK TO EXAMINER 		
CF | 		
CF | You approach the team of Vigiles, and Examiner Velox looks up from the 		
CF | bodies. 		
CF | 		
CF | "Servator," he says. "What can I do for you?" 		
CF | 		
CF | 1) "Does a raven mean anything to you?" 		
CF | 2) "Regarding Doctor Arturus..." 		
CF | 3) "Regarding Creditor Nacarat..." 		
CF | 4) "Regarding Sal and Piper..." 		
CF | 5) "Nothing, never mind." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Does a raven mean anything to you?" 		
CF | 		
CF | The examiner raises an eyebrow. "It does, now that you mention it. The 		
CF | raven is one of the symbols of the Greater Corindia Trading Company -- 		
CF | it's a criminal syndicate, one of the biggest in Furopolis. If some of 		
CF | these people had been involved..." 		
CF | 		
CF | That can't be good. You make a mental note of the connection. 		
CF | 		
CF | 1) "Regarding Doctor Arturus..." 		
CF | 2) "Regarding Creditor Nacarat..." 		
CF | 3) "Regarding Sal and Piper..." 		
CF | 4) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Arturus's Clinic Talking to Examiner Velox 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Regarding Sal and Piper..." 		
CF | 		
CF | 1) "Who were they again?" 		
CF | 2) "What were the times of death, again?" 		
CF | 3) "What do you know about the circumstances of their deaths, 		
CF | again?" 		
CF | 4) "Is there anything I should be aware of, again?" 		
CF | 5) "Regarding Doctor Arturus..." 		
CF | 6) "Regarding Creditor Nacarat..." 		
CF | 7) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "7" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > 7 		
CF | 		
CF | "I'll keep investigating." 		
CF | 		
CF | "Very well. I will be here if you have any further questions." 		
CF | 		
CF | You step back, and Examiner Velox returns to his work. 		
CF | 		
CF | > 		DavidW asks, "Are we done? I don't think we got an all-done re Piper, did we?"
		DavidW says, "oh, we did"
		Knight_Otu says, "We did. We may be able to get some more info from Justinian, now that we examined the bodies, though."
DavidW says (to ClubFloyd), "talk to justinian" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > TALK TO JUSTINIAN 		
CF | 		
CF | Justinian brightens up as you approach him. 		
CF | 		
CF | "Marid," he says. 		
CF | 		
CF | 1) "Where are the patient records, again?" 		
CF | 2) "Can you tell me again about how you discovered the body?" 		
CF | 3) "What are your thoughts on the disease again?" 		
CF | 4) "The Vigiles told me that you moved Doctor Arturus's 		
CF | body." 		
CF | 5) "Nothing, never mind!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "4" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 4 		
CF | 		
CF | "The -- The Vigiles told me that you moved Doctor Arturus's body." 		
CF | 		
CF | Justinian looks down. "I thought -- I believed he was unconscious at 		
CF | first. I thought he could have been revived..." 		
CF | 		
CF | 1) "Where are the patient records, again?" 		
CF | 2) "Can you tell me again about how you discovered the body?" 		
CF | 3) "What are your thoughts on the disease again?" 		
CF | 4) "I'll keep investigating." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Can you tell me again about... about how you discovered the body?" 		
CF | 		
CF | He closes his eyes. "Doctor Arturus had cloistered himself in the back 		
CF | -- he had instructed me not to disturb him. When I left him in the 		
CF | evening, he seemed his usual self... but when I called on him this 		
CF | morning, he was already dead in his domicile." 		
CF | 		
CF | 1) "Where are the patient records, again?" 		
CF | 2) "What are your thoughts on the disease again?" 		
CF | 3) "I'll keep investigating." 		
CF | 		
CF | > 		Knight_Otu says, "Hm, doesn't look like it."
DavidW says (to ClubFloyd), "3" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I'll keep investigating." 		
CF | 		
CF | He nods. "Be careful, Marid." 		
CF | 		
CF | You scurry away before you start blushing. 		
CF | 		
CF | > 		DavidW asks, "So, do we try to find and enter Dr A's home?"
		Knight_Otu asks, "Probably. I guess it's elsewhere in this structure?"
		DavidW | Look around Doctor Arturus's domicile, in the Turris Infinita
DavidW says (to ClubFloyd), "l" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > L 		
CF | 		
CF | Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. 		
CF | 		
CF | An arch to the west leads back to the Turris Infinita foyer. 		
CF | 		
CF | Examiner Velox and his investigators are huddled around the bodies of 		
CF | Doctor Arturus, Creditor Nacarat, Sal, and Piper. Beside them, 		
CF | Justinian sits at a coffee table, brooding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Turris Infinita Day Two 		
CF | > 		
CF | > W 		
CF | 		
CF | A chill washes over you as you step through the arch. 		
CF | 		
CF | Turris Infinita 		
CF | The atmosphere within the tower is utterly still. The lights that 		
CF | normally circle the mirrors have been dimmed, and the chandeliers 		
CF | overhead brood like thunderclouds. 		
CF | 		
CF | A hydraulic lift provides access to Doctor Arturus's upstairs 		
CF | domicile. Doctor Arturus's clinic is east, and the exit is to the 		
CF | west. 		
CF | 		
CF | The porter is silent at her desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > U 		
CF | 		
CF | The lift bears you upward. 		
CF | 		
CF | Arturus's Domicile 		
CF | This suspended mansion echoes with a grandiose hollowness. There is no 		
CF | comfort to be found in these faux hearths and chaises longues, these 		
CF | mantelpieces burdened by decades of history. 		
CF | 		
CF | A study lies to the north. The hydraulic lift leads back down to the 		
CF | foyer. 		
CF | 		
CF | By the frosted-glass windows, a coffee table has been set for three. 		
CF | 		
CF | > 		MoyTravis says, "Oh hey an elevator."
DavidW says (to ClubFloyd), "x hearths" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > X HEARTHS 		
CF | 		
CF | Empty stone fixtures. They're more for decoration than anything. 		
CF | 		
CF | > 		Knight_Otu says, "It's an advanced alchemical fantasy setting."
DavidW says (to ClubFloyd), "x table" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | A dark wooden table set with linen and porcelain. There is a serving 		
CF | platter of crackers and cheese, barely touched; surrounding it, there 		
CF | are three smaller plates, two of which are accompanied by wineglasses. 		
CF | 		
CF | The third wineglass is nowhere to be seen. 		
CF | 		
CF | > 		MoyTravis says, "Hydraulic and not magic! You'd think that these fantasy settings would go mad with magic, but no, it's just engineering for the lift."
DavidW says (to ClubFloyd), "x wineglasses" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > X WINEGLASSES 		
CF | 		
CF | The wineglasses still contain traces of red wine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wine" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > X WINE 		
CF | 		
CF | An expensive claret, if you had to guess. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell it" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > SMELL IT 		
CF | 		
CF | The table smells of red wine and sharp cheese. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Arturus's Study 		
CF | A chamber decked with aging bookcases and dusty plaques. The frieze 		
CF | that circles the walls is engraved with scenes from antiquity, lines 		
CF | in the lingua libria; by the exit to the south, a clock ticks 		
CF | the minutes and seconds away. 		
CF | 		
CF | A rosewood desk stands in the heart of the room. Beside it, there is a 		
CF | storage cabinet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x clock" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X CLOCK 		
CF | 		
CF | A pendulum clock. Its arm sways to and fro, never quite finding rest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x frieze" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X FRIEZE 		
CF | 		
CF | The wood has been painstakingly carved and sigiled. You could examine 		
CF | the scenes or lines further if you wished. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scenes" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X SCENES 		
CF | 		
CF | One scene depicts Pharmacos discovering the humors. Another shows 		
CF | Merula and Collis treating refugees during the Corindian Civil War. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lines" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X LINES 		
CF | 		
CF | (the lines in the lingua libria) 		
CF | Nascentes morimur finisque ab origine pendet. "When we are 		
CF | born we die; our end is but the pendant of our beginning." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x desk" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | The desk is drenched with tobacco, stained with ink, and weathered by 		
CF | decades of use. It curves around a high-backed armchair, piled with 		
CF | stationery and never-finished drafts. 		
CF | 		
CF | At the end of the table sits a correspondence machine, accompanied by 		
CF | its box of ticker-tape reels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machine" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X MACHINE 		
CF | 		
CF | A complex alchemical-mechanical device. It purports to receive and 		
CF | transmit messages through the aether without the need for magical 		
CF | training. 		
CF | 		
CF | The machine consists of a dial, a keyboard, a feed wheel, and a 		
CF | letterpress. Next to the dial, there are three indicator lamps, of 		
CF | which the first and second are lit. 		
CF | 		
CF | There is also a box of ticker-tape reels beside the machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tape" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X TAPE 		
CF | 		
CF | You could take a reel if you wanted. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take reel" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > TAKE REEL 		
CF | 		
CF | You fish out a reel of ticker tape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x letterpress" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X LETTERPRESS 		
CF | 		
CF | A grid of metal punches, each cast in the shape of a letter or number. 		
CF | They are mounted on a crankshaft that allows them to rapidly piston up 		
CF | and down. 		
CF | 		
CF | > 		MoyTravis asks, "Let's read all of Arturus'...stock trades? That's what a ticker is for, right?"
DavidW says (to ClubFloyd), "x stationery" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X STATIONERY 		
CF | 		
CF | A pen and inkpot have been set out, as though Doctor Arturus had been 		
CF | midway through writing something. 		
CF | 		
CF | > 		MoyTravis says, "Something, something, stocks. That's my main association with tickers."
DavidW says (to ClubFloyd), "x drawer" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X DRAWER 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cabinet" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X CABINET 		
CF | 		
CF | Silver-inlaid casework. The cabinet is currently closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the storage cabinet, revealing a stack of leatherbound files. 		
CF | 		
CF | > 		Knight_Otu says, "Or telegrams - *STOP* Developed neat disease *STOP* Want to try? *STOP*"
DavidW says (to ClubFloyd), "look up sal in files" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > LOOK UP SAL IN FILES 		
CF | 		
CF | Upon closer examination, they appear to be patient records. The three 		
CF | most recently updated files are labeled 'Nacarat,' 'Salio,' and 		
CF | 'Piper.' 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x nacarat" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X NACARAT 		
CF | 		
CF | The patient record for Creditor Nacarat. It states that he developed 		
CF | nausea and vomiting during an afternoon visit on the Third of Aquaria, 		
CF | and was immediately admitted -- but the handwriting is rushed, and the 		
CF | rest of the file is blank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x salio" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X SALIO 		
CF | 		
CF | The patient record for Sal. It states that he was admitted together 		
CF | with Piper on the morning of the Third of Aquaria, complaining of 		
CF | migraines, nausea, and vomiting. Doctor Arturus initially diagnosed 		
CF | food poisoning, but the diagnosis has been scratched out. The rest of 		
CF | the file is blank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x piper" 		
CF | > 		
CF | > X PIPER 		
CF | 		
CF | The patient record for Piper. It states that she was admitted together 		
CF | with Sal on the morning of the Third of Aquaria, exhibiting the same 		
CF | symptoms as him. The rest of the file is blank apart from a cryptic 		
CF | note that reads "cellar in f.h. shanty quarter." 		
CF | 		
CF | It's frustrating. All of these files look like they were written in a 		
CF | hurry and left unfinished. Why didn't Doctor Arturus leave more 		
CF | information for you to work with? 		MoyTravis says, "Well he died Marid."
		Knight_Otu says, "It's true, Marid."
DavidW pushes the green 'space' button. 		
CF ] Arturus's Study Day Two 		
CF | information for you to work with?You suppose you'll have to follow up 		
CF | on that cryptic note in the 'Piper' file. It's the only lead you've 		
CF | found here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Fifth of Aquaria, Auritum IV 		
CF | 		
CF | I've made my choice. I have a job to do -- and I'm going to finish it. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Investigate the victims of the disease and identify the transmission 		
CF | vector 		
CF | 		
CF | Reden 		
CF | - Go to Riggertown and ask Zoiro about his brother's activities 		
CF | 		
CF | Doctor Arturus 		
CF | - Continue investigating Doctor Arturus's domicile, in the Turris 		
CF | Infinita 		
CF | 		
CF | Sal and Piper 		
CF | - Investigate the note in the 'Piper' file about the Shanty Quarter 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | The disease 		
CF | - I learned that the disease is unlikely to be airborne. 		
CF | - I learned that the disease can be transmitted by ingestion. 		
CF | - I learned that the disease is bloodborne and attacks the animus, or 		
CF | the soul. 		
CF | 		
CF | Reden 		
CF | - I remember that Reden died on the night of the Third, two days ago. 		
CF | 		
CF | Doctor Arturus 		
CF | - I found a coffee table set for three in Doctor Arturus's home. The 		
CF | table had not been tidied up, but the third wineglass was missing. 		
CF | - I found that Doctor Arturus rushed through his patient record files 		
CF | for some reason, leaving them unfinished. 		
CF | - I found that the gloves on Doctor Arturus's body were brand new. He 		
CF | couldn't have been infected through his hands if he had been wearing 		
CF | them. 		
CF | - I learned that Doctor Arturus died sometime between last night, on 		
CF | the Fourth, and this morning, on the Fifth. 		
CF | 		
CF | Creditor Nacarat 		
CF | - I learned that Creditor Nacarat was killed by something he ingested. 		
CF | - I learned that Creditor Nacarat was connected to the Trading 		
CF | Company. 		
CF | - I learned that Creditor Nacarat could have hired Sal and Piper 		
CF | recently. 		
CF | - I learned that Creditor Nacarat was taking tea with Doctor Arturus 		
CF | when his symptoms emerged, and he broke a piece of tableware as a 		
CF | result. 		
CF | - I learned that Creditor Nacarat was admitted to the clinic on the 		
CF | afternoon of the Third, two days ago. 		
CF | - I learned that Creditor Nacarat died on the night of that day. 		
CF | 		
CF | Sal and Piper 		
CF | - I learned that Sal and Piper were connected to the Trading Company. 		
CF | - I found a list of names that suggested Piper had been collecting 		
CF | debts. The reverse side of the paper had been intentionally blanked 		
CF | out. 		
CF | - I found a battered keyring on Sal's belt. 		
CF | - I found a note in Piper's patient record that read "cellar in f.h. 		
CF | shanty quarter." 		
CF | - I learned that Piper was killed by something she ingested. 		
CF | - I learned that Sal and Piper were admitted to the clinic on the 		
CF | morning of the Third, two days ago. 		
CF | - I learned that both Sal and Piper died on the night of that day. 		
CF | 		
CF | Miscellaneous 		
CF | - I learned that the raven is the symbol of the Greater Corindia 		
CF | Trading Company, a criminal syndicate. 		
CF | - I'm in the mood for a drink... 		
CF | - I hope Doctor Cavala and Horatio will be all right at the clinic... 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		MoyTravis says, "Every game should have a journal. Though I bet it's a lot of extra work for the author."
DavidW pushes the green 'space' button. 		
CF ] Arturus's Study Day Two 		
CF | 		
CF | 		
CF | Arturus's Study 		
CF | A chamber decked with aging bookcases and dusty plaques. The frieze 		
CF | that circles the walls is engraved with scenes from antiquity, lines 		
CF | in the lingua libria; by the exit to the south, a clock ticks 		
CF | the minutes and seconds away. 		
CF | 		
CF | A rosewood desk stands in the heart of the room. Beside it, there is a 		
CF | storage cabinet. 		
CF | 		
CF | > 		Knight_Otu nods.
DavidW says (to ClubFloyd), "look under desk" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > LOOK UNDER DESK 		
CF | 		
CF | Nothing is under the desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bookcases" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X BOOKCASES 		
CF | 		
CF | Doctor Arturus has a small collection of antique medical texts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x texts" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X TEXTS 		
CF | 		
CF | Mostly outdated, but they have historical value. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > S 		
CF | 		
CF | (first closing the storage cabinet) 		
CF | 		
CF | Arturus's Domicile 		
CF | This suspended mansion echoes with a grandiose hollowness. There is no 		
CF | comfort to be found in these faux hearths and chaises longues, these 		
CF | mantelpieces burdened by decades of history. 		
CF | 		
CF | A study lies to the north. The hydraulic lift leads back down to the 		
CF | foyer. 		
CF | 		
CF | By the frosted-glass windows, a coffee table has been set for three. 		
CF | 		
CF | > 		DavidW says, "I'm not sure what to do next."
DavidW says (to ClubFloyd), "d" 		
CF ] Turris Infinita Day Two 		
CF | > 		
CF | > D 		
CF | 		
CF | The lift bears you downward. 		
CF | 		
CF | Turris Infinita 		
CF | The atmosphere within the tower is utterly still. The lights that 		
CF | normally circle the mirrors have been dimmed, and the chandeliers 		
CF | overhead brood like thunderclouds. 		
CF | 		
CF | A hydraulic lift provides access to Doctor Arturus's upstairs 		
CF | domicile. Doctor Arturus's clinic is east, and the exit is to the 		
CF | west. 		
CF | 		
CF | The porter is silent at her desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to porter" 		
CF ] Turris Infinita Day Two 		
CF | > 		
CF | > TALK TO PORTER 		
CF | 		
CF | "Excuse me --" 		
CF | 		
CF | She doesn't acknowledge your presence. 		
CF | 		
CF | > 		MoyTravis asks, "Read the ticker?"
DavidW says (to ClubFloyd), "e" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > E 		
CF | 		
CF | A chill washes over you as you step through the arch. 		
CF | 		
CF | Arturus's Clinic 		
CF | This upscale clinic exudes a muted elegance. Chrome fixtures are lit 		
CF | by surgically placed spotlights and underscored by dizzyingly 		
CF | intricate sigil-work. 		
CF | 		
CF | An arch to the west leads back to the Turris Infinita foyer. 		
CF | 		
CF | Examiner Velox and his investigators are huddled around the bodies of 		
CF | Doctor Arturus, Creditor Nacarat, Sal, and Piper. Beside them, 		
CF | Justinian sits at a coffee table, brooding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ticker" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > X TICKER 		
CF | 		
CF | A thin paper strip. You took it from the box beside the correspondence 		
CF | machine. 		
CF | 		
CF | > 		MoyTravis says, "Or...like...what even is a ticker."
DavidW says (to ClubFloyd), "read it" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > READ IT 		
CF | 		
CF | A thin paper strip. You took it from the box beside the correspondence 		
CF | machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to justinian" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > TALK TO JUSTINIAN 		
CF | 		
CF | Justinian brightens up as you approach him. 		
CF | 		
CF | "Marid," he says. 		
CF | 		
CF | 1) "Can you tell me again about how you discovered the body?" 		
CF | 2) "What are your thoughts on the disease again?" 		
CF | 3) "A wineglass was missing from Doctor Arturus's 		
CF | domicile..." 		
CF | 4) "Nothing, never mind!" 		
CF | 		
CF | > 		MoyTravis asks, "Wait, what machine? Did I miss that?"
DavidW says (to ClubFloyd), "3" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > 3 		
CF | 		
CF | "A wineglass was missing from Doctor Arturus's domicile. Do you have 		
CF | any idea why?" 		
CF | 		
CF | Justinian regards you curiously. "I believe a guest broke one of the 		
CF | glasses. Do you... do you think it was relevant to Doctor Arturus's 		
CF | death?" 		
CF | 		
CF | You can already feel yourself reddening. "Never mind," you say. 		
CF | "Forget I asked." 		
CF | 		
CF | 1) "Can you tell me again about how you discovered the body?" 		
CF | 2) "What are your thoughts on the disease again?" 		
CF | 3) "I'll keep investigating." 		
CF | 		
CF | > 		MoyTravis says, "Oh it has a dial, I don't think we, like...used it."
		DavidW asks, "We didn't use the machine. Unless we have a message to send or receive,... ?"
DavidW says (to ClubFloyd), "w" 		
CF ] Arturus's Clinic Talking to Justinian 		
CF | > 		
CF | > W 		
CF | 		
CF | Please choose a response from the list by typing the corresponding 		
CF | number. 		
CF | 		
CF | 1) "Can you tell me again about how you discovered the body?" 		
CF | 2) "What are your thoughts on the disease again?" 		
CF | 3) "I'll keep investigating." 		
CF | 		
CF | > 		MoyTravis says, "I mean, he might have had one."
DavidW says (to ClubFloyd), "3" 		
CF ] Arturus's Clinic Day Two 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I'll keep investigating." 		
CF | 		
CF | He nods. "Be careful, Marid." 		
CF | 		
CF | You scurry away before you start blushing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Turris Infinita Day Two 		
CF | > 		
CF | > W 		
CF | 		
CF | A chill washes over you as you step through the arch. 		
CF | 		
CF | Turris Infinita 		
CF | The atmosphere within the tower is utterly still. The lights that 		
CF | normally circle the mirrors have been dimmed, and the chandeliers 		
CF | overhead brood like thunderclouds. 		
CF | 		
CF | A hydraulic lift provides access to Doctor Arturus's upstairs 		
CF | domicile. Doctor Arturus's clinic is east, and the exit is to the 		
CF | west. 		
CF | 		
CF | The porter is silent at her desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > U 		
CF | 		
CF | The lift bears you upward. 		
CF | 		
CF | Arturus's Domicile 		
CF | This suspended mansion echoes with a grandiose hollowness. There is no 		
CF | comfort to be found in these faux hearths and chaises longues, these 		
CF | mantelpieces burdened by decades of history. 		
CF | 		
CF | A study lies to the north. The hydraulic lift leads back down to the 		
CF | foyer. 		
CF | 		
CF | By the frosted-glass windows, a coffee table has been set for three. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Arturus's Study 		
CF | A chamber decked with aging bookcases and dusty plaques. The frieze 		
CF | that circles the walls is engraved with scenes from antiquity, lines 		
CF | in the lingua libria; by the exit to the south, a clock ticks 		
CF | the minutes and seconds away. 		
CF | 		
CF | A rosewood desk stands in the heart of the room. Beside it, there is a 		
CF | storage cabinet. 		
CF | 		
CF | > 		MoyTravis says, "Like "EY YOU DOCTOR YOUR LATE FOR YOUR RAVENS MEETING IN <specific location>""
DavidW says (to ClubFloyd), "x machine" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X MACHINE 		
CF | 		
CF | A complex alchemical-mechanical device. It purports to receive and 		
CF | transmit messages through the aether without the need for magical 		
CF | training. 		
CF | 		
CF | The machine consists of a dial, a keyboard, a feed wheel, and a 		
CF | letterpress. Next to the dial, there are three indicator lamps, of 		
CF | which the first and second are lit. 		
CF | 		
CF | There is also a box of ticker-tape reels beside the machine. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, we can try to see whether the good old doc had something on his answering machine."
DavidW says (to ClubFloyd), "x lamps" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X LAMPS 		
CF | 		
CF | Each of the lamps seems to be associated with one of the channels on 		
CF | the dial. 		
CF | 		
CF | Currently, the first and second indicator lamps are lit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dial" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X DIAL 		
CF | 		
CF | It looks as though this machine operates on one of three predefined 		
CF | frequencies. You could set the dial to channel 1, 2, or 3. 		
CF | 		
CF | The dial is currently set to channel 3. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put tape in machine" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > PUT TAPE IN MACHINE 		
CF | 		
CF | (the ticker-tape reel in the correspondence machine) 		
CF | You'll have to specify which part of the correspondence machine you 		
CF | mean. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put tape in feed wheel" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > PUT TAPE IN FEED WHEEL 		
CF | 		
CF | (the ticker-tape reel in the feed wheel) 		
CF | You thread the ticker tape into the feed wheel, which it fits 		
CF | perfectly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 1" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > TURN DIAL TO 1 		
CF | 		
CF | You set the dial to channel 1. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x letterpress" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X LETTERPRESS 		
CF | 		
CF | A grid of metal punches, each cast in the shape of a letter or number. 		
CF | They are mounted on a crankshaft that allows them to rapidly piston up 		
CF | and down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn crankshaft" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > TURN CRANKSHAFT 		
CF | 		
CF | You'd better not. You might break the mechanism. 		
CF | 		
CF | > 		MoyTravis asks, "x keyboard?"
DavidW says (to ClubFloyd), "x keyboard" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X KEYBOARD 		
CF | 		
CF | It looks like a grand piano with letters and numbers printed on the 		
CF | keys. Unfortunately, only the playback key at the end of the keyboard 		
CF | appears to be functional. 		
CF | 		
CF | > 		MoyTravis says, "Well that's very convenient."
DavidW says (to ClubFloyd), "push playback key" 		
CF | > 		
CF | > PUSH PLAYBACK KEY 		
CF | 		
CF | The first lamp starts blinking and the feed wheel begins to spin. The 		
CF | ticker tape is rapidly run through the letterpress, which punches out 		
CF | the following message: 		
CF | 		
CF | RAVEN REMINDS TO SETTLE DEBT SOON 		Knight_Otu says, "RAVEN ALSO NOT SUBTLE."
DavidW pushes the green 'space' button. 		
CF ] Arturus's Study Day Two 		
CF | RAVEN REMINDS TO SETTLE DEBT SOONDebt? Was Doctor Arturus in debt? And 		
CF | the raven -- does that mean the Greater Corindia Trading Company was 		
CF | involved, too? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 2" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > TURN DIAL TO 2 		
CF | 		
CF | You set the dial to channel 2. 		
CF | 		
CF | > 		MoyTravis says, "Only thing is missing is a place and time haha."
DavidW says (to ClubFloyd), "push playback" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > PUSH PLAYBACK 		
CF | 		
CF | The second lamp starts blinking and the feed wheel begins to spin. The 		
CF | ticker tape is rapidly run through the letterpress, which punches out 		
CF | the following message: 		
CF | 		
CF | ENCOUNTERED FATAL UNKNOWN DISEASE SYMPTOMS BLACK BLOOD RESPIRATORY 		
CF | ATTACKS COME DOWN ASAP RGDS CAVALA 		
CF | 		
CF | > 		Knight_Otu says, "The message our boss sent."
DavidW says (to ClubFloyd), "x tape" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > X TAPE 		
CF | 		
CF | (the ticker-tape reel) 		
CF | A thin paper strip. You took it from the box beside the correspondence 		
CF | machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take tape" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > TAKE TAPE 		
CF | 		
CF | (the ticker-tape reel) 		
CF | Taken. 		
CF | 		
CF | > 		MoyTravis asks, "Mrmyep. How about 3?"
DavidW says (to ClubFloyd), "undo" 		
CF ] Arturus's Study Day Two 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Arturus's Study 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 3" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > TURN DIAL TO 3 		
CF | 		
CF | You set the dial to channel 3. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push playback" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > PUSH PLAYBACK 		
CF | 		
CF | The third lamp starts blinking and the feed wheel begins to spin. The 		
CF | ticker tape is rapidly run through the letterpress. But it emerges 		
CF | blank on the other side, and the machine eventually stops and spins 		
CF | back the unpunched ticker tape. 		
CF | 		
CF | > 		Knight_Otu asks, "Since there was no light on 3, I guess there's no message?"
		MoyTravis says, "Oh. Yeah seems so."
		MoyTravis says, "Only three messages! Ain't many."
		MoyTravis says, "His inbox probably gets full real fast. Or got."
		Knight_Otu says, "Depends on how many people have this fancy device and his number."
		DavidW asks, "I suppose we should try to find Zoiro next?"
		MoyTravis says, "Sure."
DavidW says (to ClubFloyd), "s" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > S 		
CF | 		
CF | (first ) 		
CF | 		
CF | Arturus's Domicile 		
CF | This suspended mansion echoes with a grandiose hollowness. There is no 		
CF | comfort to be found in these faux hearths and chaises longues, these 		
CF | mantelpieces burdened by decades of history. 		
CF | 		
CF | A study lies to the north. The hydraulic lift leads back down to the 		
CF | foyer. 		
CF | 		
CF | By the frosted-glass windows, a coffee table has been set for three. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Arturus's Study 		
CF | A chamber decked with aging bookcases and dusty plaques. The frieze 		
CF | that circles the walls is engraved with scenes from antiquity, lines 		
CF | in the lingua libria; by the exit to the south, a clock ticks 		
CF | the minutes and seconds away. 		
CF | 		
CF | A rosewood desk stands in the heart of the room. Beside it, there is a 		
CF | storage cabinet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take tape" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > TAKE TAPE 		
CF | 		
CF | (the ticker-tape reel) 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Arturus's Study Day Two 		
CF | > 		
CF | > D 		
CF | 		
CF | The exit is to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Arturus's Domicile Day Two 		
CF | > 		
CF | > S 		
CF | 		
CF | (first ) 		
CF | 		
CF | Arturus's Domicile 		
CF | This suspended mansion echoes with a grandiose hollowness. There is no 		
CF | comfort to be found in these faux hearths and chaises longues, these 		
CF | mantelpieces burdened by decades of history. 		
CF | 		
CF | A study lies to the north. The hydraulic lift leads back down to the 		
CF | foyer. 		
CF | 		
CF | By the frosted-glass windows, a coffee table has been set for three. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Turris Infinita Day Two 		
CF | > 		
CF | > D 		
CF | 		
CF | The lift bears you downward. 		
CF | 		
CF | Turris Infinita 		
CF | The atmosphere within the tower is utterly still. The lights that 		
CF | normally circle the mirrors have been dimmed, and the chandeliers 		
CF | overhead brood like thunderclouds. 		
CF | 		
CF | A hydraulic lift provides access to Doctor Arturus's upstairs 		
CF | domicile. Doctor Arturus's clinic is east, and the exit is to the 		
CF | west. 		
CF | 		
CF | The porter is silent at her desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Via Terminalis Junction Day Two 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the ornate double doors) 		
CF | (closing the doors behind you) 		
CF | 		
CF | Via Terminalis Junction 		
CF | Traffic revolves every which way around this old-fashioned rotunda, 		
CF | tracing the ancient alchemical lines inscribed on the stonework. An 		
CF | armillary sphere rotates in the center of the junction and guides 		
CF | carriages according to its lights. 		
CF | 		
CF | The Via Terminalis runs northwest to the bridge and southeast to 		
CF | Miller's Gate. A colonnade to the north marks the entrance of the 		
CF | Channelworks. To the east lies the Turris Infinita, and to the south 		
CF | can be seen the grand forum. 		
CF | 		
CF | Above the Turris Infinita, a black banner casts its trailing shadow 		
CF | across the sky. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Via Terminalis Bridge Day Two 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Via Terminalis Bridge 		
CF | Here the voices and bustle wash over the arches and cobblestones. Mist 		
CF | rises from the Bilious Canal below, tarnishing the wayside statues 		
CF | green and gray, and fading into the fog and the overcast sky. 		
CF | 		
CF | The Via Terminalis stretches away to the northwest and southeast, 		
CF | while a clandestine stairway descends to the south. 		
CF | 		
CF | > 		Knight_Otu says, "Unless Justinian or the examiner have more to say. I kind of doubt it at this point though."
DavidW says (to ClubFloyd), "nw" 		
CF ] Via Terminalis, West Street Day Two 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You are adrift in the bustle of crowds and carriages, a raucous river 		
CF | that runs through the blood-vessel streets. Signage advertises a 		
CF | profusion of shops and services amid the sounds of leather rollers and 		
CF | stitching machines. In the distant mist, the Bilious Canal spills from 		
CF | the Channelworks into the heart of the city. 		
CF | 		
CF | You can follow the Via to the west, or to the southeast where it 		
CF | bridges the canal. A condemned block is visible to the north. A 		
CF | hanging banner obscures an alley to the southwest, while a footpath 		
CF | follows the canal to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Following the Canal Day Two 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Following the Canal 		
CF | Glittering waters roar alongside the footpath, running from north to 		
CF | south in an ever-restless torrent. North lies the Via Terminalis, and 		
CF | beyond it the mouth of the Channelworks; to the south, the path 		
CF | descends by steps and turns, ending in the algae and grime of Upper 		
CF | Riggertown. 		
CF | 		
CF | A closed manhole is recessed into the footpath. 		
CF | 		
CF | > 		DavidW says, "hmm. Manhole in our future."
DavidW says (to ClubFloyd), "s" 		
CF ] Riggertown, Upper Level Day Two 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Riggertown, Upper Level 		
CF | This is the more industrial part of Riggertown. The buildings here are 		
CF | scrap-heap spires that twist and turn around each other, with 		
CF | cubby-carts trundling along cables strung between them. Amidst horns 		
CF | honking advertisements, there is a great mess of little people 		
CF | shuffling about, and roads winding in ways wholly inexplicable to your 		
CF | human sensibilities. 		
CF | 		
CF | To the south looms the Riggertown Mechanistry, while a quieter road 		
CF | leads southwest to the suburbs. You could also descend a series of 		
CF | ladders to Lower Riggertown, or take a footpath north along the 		
CF | Bilious Canal. 		
CF | 		
CF | You hear a mourning chant from some distant cathedral. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Riggertown, Upper Level Day Two 		
CF | > 		
CF | > U 		
CF | 		
CF | You can go south to the Riggertown Mechanistry, southwest to Layabout 		
CF | Row, down to Lower Riggertown, or north following the canal. 		
CF | 		
CF | > 		Knight_Otu says, "I hope we don't have to find fish fat to grease it."
DavidW says (to ClubFloyd), "sw" 		
CF ] VII Layabout Row Day Two 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | VII Layabout Row 		
CF | This rustic little house is one of many that squat here and there 		
CF | along the lane. A pair of scrap-metal sculptures flank the steps to 		
CF | the front door. Beside it is a tarnished old pull-bell, dangling from 		
CF | a rope that has seen better days. 		
CF | 		
CF | You can enter the front door of the house to the west, or return along 		
CF | the walkway to the northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sculptures" 		
CF ] VII Layabout Row Day Two 		
CF | > 		
CF | > X SCULPTURES 		
CF | 		
CF | Twin dragons. One is painted blue, the other green. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull rope" 		
CF ] VII Layabout Row Day Two 		
CF | > 		
CF | > PULL ROPE 		
CF | 		
CF | The bell clatters noisily. "Come in!" you hear Zoiro call. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Zoiro's House Day Two 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the front door) 		
CF | (closing the door behind you) 		
CF | 		
CF | Zoiro's House 		
CF | The shutters have been drawn in this tiny cottage, cloaking its 		
CF | confines in somber shades. In the shadows glimmer vases, knick-knacks, 		
CF | and wishing-eyes; the furniture is small and faintly unreal. 		
CF | 		
CF | The front door squats to the east. 		
CF | 		
CF | Zoiro is here, looking quite unlike the last time you saw him at the 		
CF | Riggertown Mechanistry. He is dressed in a deep black cassock and 		
CF | lighting beeswax candles around the sitting room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x zoiro" 		
CF ] Zoiro's House Day Two 		
CF | > 		
CF | > X ZOIRO 		
CF | 		
CF | An air of solemnity surrounds him. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x candles" 		
CF ] Zoiro's House Day Two 		
CF | > 		
CF | > X CANDLES 		
CF | 		
CF | They glow with eerie light. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x knick-knacks" 		
CF ] Zoiro's House Day Two 		
CF | > 		
CF | > X KNICK-KNACKS 		
CF | 		
CF | Bric-a-brac, whim-whams, folderol... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to zoiro" 		
CF | > 		
CF | > TALK TO ZOIRO 		
CF | 		
CF | "Zoiro," you say. "Hello." 		
CF | 		
CF | The goblin pauses mid-motion. He inclines his head respectfully. 		
CF | 		
CF | "Hello," he says. "Marid." 		
DavidW pushes the green 'space' button. 		
CF | "Hello," he says. "Marid."He turns around, shuffling his feet on the 		
CF | floor. 		
DavidW pushes the green 'space' button. 		
CF ] Zoiro's House Talking to Zoiro 		
CF | floor."Sorry about the mess. I wasn't expecting a visit so early." 		
CF | 		
CF | 1) "It's okay." 		
CF | 2) "I didn't mean to interrupt." 		
CF | 3) "What are you doing?" 		
CF | 4) "I wanted to ask you some things about Reden..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I didn't mean to interrupt." 		
CF | 		
CF | "Don't worry about it," he replies. "It's nothing all that urgent. 		
CF | What's on your mind?" 		
CF | 		
CF | 1) "What are you doing?" 		
CF | 2) "I wanted to ask you some things about Reden..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I wanted to ask you some things about Reden," you say. "We're looking 		
CF | into the transmission vector of the disease, trying to find out how he 		
CF | could have contracted it. If you could tell us about the places he'd 		
CF | been, or the things he'd been doing..." 		
CF | 		
CF | Zoiro's shoulders slump. 		
CF | 		
CF | "Yeah," he says. "Reden." 		
DavidW pushes the green 'space' button. 		
CF | "Yeah," he says. "Reden."He shuffles over to an armchair and sits with 		
CF | a sigh. He fidgets with the tinderbox in his hands. 		
DavidW pushes the green 'space' button. 		
CF ] Zoiro's House Talking to Zoiro 		
CF | a sigh. He fidgets with the tinderbox in his hands."I suppose I can 		
CF | help. I don't know how much use I'll be, though... practically cut off 		
CF | contact with him before he died." 		
CF | 		
CF | 1) "You weren't close to him?" 		
CF | 2) "Do you know anything about the places he frequented?" 		
CF | 3) "Do you know anyone else that Reden associated with?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You weren't close to him?" 		
CF | 		
CF | "No." Zoiro closes his eyes. "Primes, no. He was a dead weight, always 		
CF | cadging, borrowing money." 		
CF | 		
CF | He turns over the box in his hands. 		
CF | 		
CF | "I hated him. When he walked out the door and never came back, well... 		
CF | I can't say I was sorry to see him go." 		
CF | 		
CF | 1) "Do you know anything about the places he frequented?" 		
CF | 2) "Do you know anyone else that Reden associated with?" 		
CF | 3) "Reden was unemployed?" 		
CF | 4) "Reden left and didn't come back?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Reden was unemployed?" 		
CF | 		
CF | Zoiro nods. "He was a janitor at the Channelworks, let go for 		
CF | drunkenness and unprofessional conduct. He was unrepentant -- no 		
CF | company would have him." 		
CF | 		
CF | 1) "Do you know anything about the places he frequented?" 		
CF | 2) "Do you know anyone else that Reden associated with?" 		
CF | 3) "Reden left and didn't come back?" 		
CF | 4) "Could you tell me more about what he did at the 		
CF | Channelworks?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Reden left and didn't come back?" 		
CF | 		
CF | Zoiro gazes at the door. 		
CF | 		
CF | "Yeah," he says. "He just... left. He did it so quietly, I almost 		
CF | didn't realize he was gone. 		
CF | 		
CF | "I guess he realized this place wasn't his home any more." 		
CF | 		
CF | 1) "Do you know anything about the places he frequented?" 		
CF | 2) "Do you know anyone else that Reden associated with?" 		
CF | 3) "Could you tell me more about what he did at the 		
CF | Channelworks?" 		
CF | 4) "Do you know where he could have gone after he left?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Could you tell me more about what he did at the Channelworks?" 		
CF | 		
CF | Zoiro shrugs. "I've never been there myself," he says. "Reden wasn't 		
CF | one for talking about his work. It wasn't anything important... he was 		
CF | just a janitor, some kind of canal scrubber or something. I remember 		
CF | he always came back smelling like a wet rag..." 		
CF | 		
CF | It occurs to you that there was a dampness about Reden on the night he 		
CF | died. It didn't register to you at the time, but... it wasn't raining 		
CF | that day, was it? 		
CF | 		
CF | 1) "Do you know anything about the places he frequented?" 		
CF | 2) "Do you know anyone else that Reden associated with?" 		
CF | 3) "Do you know where he could have gone after he left?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Do you know where he could have gone after he left?" 		
CF | 		
CF | Zoiro rubs his chin. "Actually... I did see him once or twice after he 		
CF | left. Or someone who looked a great deal like him. It was around the 		
CF | shacks in Lower Riggertown..." 		
CF | 		
CF | "Do you think he might have found someplace to stay?" you ask. 		
CF | 		
CF | Zoiro shrugs. "It couldn't hurt to take a look." 		
CF | 		
CF | 1) "Do you know anything about the places he frequented?" 		
CF | 2) "Do you know anyone else that Reden associated with?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Do you know anything about the places he frequented?" 		
CF | 		
CF | Zoiro shakes his head. "No... not really, no. He was hardly around the 		
CF | house... he'd go out in the morning and come back late, smelling of 		
CF | shitty booze. Some days he was like someone I didn't know. 		
CF | 		
CF | "I never asked him where he was going. Don't think I cared. When he 		
CF | left... I don't know what happened to him afterward." 		
CF | 		
CF | 1) "Do you know anyone else that Reden associated with?" 		
CF | 2) "Reden was a compulsive drinker?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Reden was a compulsive drinker?" 		
CF | 		
CF | "The biggest dipsomaniac I ever saw." Zoiro smiles grimly. "He'd go 		
CF | through cheap wine by the bottle. He didn't care what was in the 		
CF | stuff, or who sold it to him, as long as it got him buzzed." 		
CF | 		
CF | 1) "Do you know anyone else that Reden associated with?" 		
CF | 2) "Could there have been a public house he especially 		
CF | frequented?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Could there have been a public house he especially frequented?" you 		
CF | ask. 		
CF | 		
CF | Zoiro frowns, and his ears stiffen. 		
CF | 		
CF | "There could have," he says, "now that you mention it. Something about 		
CF | a bird's nest... they sell the cheapest booze in the district, or so 		
CF | Reden used to say. I can't quite remember the name, though." 		
CF | 		
CF | 1) "Do you know anyone else that Reden associated with?" 		
CF | 2) "That's all the questions I have regarding Reden..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Zoiro's House Talking to Zoiro 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Do you know anyone else that Reden associated with?" 		
CF | 		
CF | A shake of the head. "The only thing he associated with was alcohol. 		
CF | He never talked about his friends... never talked about his work. When 		
CF | he got fired, I wouldn't be surprised if no one even batted an eye. He 		
CF | was that kind of person." 		
CF | 		
CF | 1) "That's all the questions I have regarding Reden..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "That's all the questions I have regarding Reden," you say. "You've 		
CF | been a great help." 		
CF | 		
CF | Zoiro nods. "If I can help you with anything else, let me know." 		
CF | 		
CF | "I will." 		
DavidW pushes the green 'space' button. 		
CF | "I will."As Zoiro returns to his work, you step back and mull over 		
CF | what he's told you. Reden's connection to the Channelworks... a public 		
CF | house involving a 'bird's nest'... Reden's shack in Lower Riggertown. 		
DavidW pushes the green 'space' button. 		
CF | house involving a 'bird's nest'... Reden's shack in Lower 		
CF | Riggertown.Does it mean anything? How much of it is relevant? 		
DavidW pushes the green 'space' button. 		
CF | Riggertown.Does it mean anything? How much of it is relevant?You 		
CF | suppose you'll just have to keep investigating. 		
DavidW pushes the green 'space' button. 		
CF ] Zoiro's House Day Two 		
CF | suppose you'll just have to keep investigating.## Zoiro's House 		
CF | The shutters have been drawn in this tiny cottage, cloaking its 		
CF | confines in somber shades. In the shadows glimmer vases, knick-knacks, 		
CF | and wishing-eyes; the furniture is small and faintly unreal. 		
CF | 		
CF | The front door squats to the east. 		
CF | 		
CF | Zoiro is here, lighting beeswax candles and arranging obsidian beads. 		
CF | 		
CF | > 		DavidW asks, "Leave and investigate Lower Riggertown?"
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "e" 		
CF ] VII Layabout Row Day Two 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the front door) 		
CF | (closing the door behind you) 		
CF | 		
CF | VII Layabout Row 		
CF | This rustic little house is one of many that squat here and there 		
CF | along the lane. A pair of scrap-metal sculptures flank the steps to 		
CF | the front door. Beside it is a tarnished old pull-bell, dangling from 		
CF | a rope that has seen better days. 		
CF | 		
CF | You can enter the front door of the house to the west, or return along 		
CF | the walkway to the northeast. 		
CF | 		
CF | For a moment, you smell smoke on the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Riggertown, Upper Level Day Two 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Riggertown, Upper Level 		
CF | This is the more industrial part of Riggertown. The buildings here are 		
CF | scrap-heap spires that twist and turn around each other, with 		
CF | cubby-carts trundling along cables strung between them. Amidst horns 		
CF | honking advertisements, there is a great mess of little people 		
CF | shuffling about, and roads winding in ways wholly inexplicable to your 		
CF | human sensibilities. 		
CF | 		
CF | To the south looms the Riggertown Mechanistry, while a quieter road 		
CF | leads southwest to the suburbs. You could also descend a series of 		
CF | ladders to Lower Riggertown, or take a footpath north along the 		
CF | Bilious Canal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Riggertown, Lower Level Day Two 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Riggertown, Lower Level 		
CF | This peculiarly goblin neighborhood bristles with mechanical-chymical 		
CF | detritus. There are twisty catwalks made for childlike feet, and 		
CF | sheet-metal shacks you must stoop to enter. Here and there in the 		
CF | shadow of the upper landing, neon lamps glow and windchimes tinkle 		
CF | like laughter. 		
CF | 		
CF | You can climb a ladder up to the next level, wander among the shacks 		
CF | to the west, or cross the canal east by way of Cadaver Walk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > W 		
CF | 		
CF | One shack among the others catches your attention. You enter 		
CF | cautiously... 		
CF | 		
CF | Reden's Shack 		
CF | This tiny hovel is visibly shabbier than the rest. The roof is 		
CF | uncomfortably low, and the space just a little too cramped to stand 		
CF | in. A pile of bedding dominates the only room, draped in dirty 		
CF | clothing and empty wine bottles. 		
CF | 		
CF | The only exit is to the east. 		
CF | 		
CF | You notice some paper tickets scattered among the wine bottles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bottles" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > X BOTTLES 		
CF | 		
CF | The labels denote shoddy liquor, third-pressed or fourth-pressed. It's 		
CF | charitable to call it wine at all. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tickets" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > X TICKETS 		
CF | 		
CF | Upon closer examination, they appear to be coupons from an 		
CF | establishment called the "Crow's Nest," located in the rooftops of the 		
CF | Shanty Quarter. Five coupons entitle the holder to a free drink and a 		
CF | spin of the "Daemon's Wheel." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take tickets" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > TAKE TICKETS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bedding" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > X BEDDING 		
CF | 		
CF | It's messy and unmade. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You poke through the bedding, but find nothing except more bedding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x clothing" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > X CLOTHING 		
CF | 		
CF | The clothing is crumpled and dirty, but otherwise unmarked. They smell 		
CF | like their owner has been wading around in canal-water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing in the clothing, or the bedding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Fifth of Aquaria, Auritum IV 		
CF | 		
CF | I've made my choice. I have a job to do -- and I'm going to finish it. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Investigate the victims of the disease and identify the transmission 		
CF | vector 		
CF | 		
CF | Reden 		
CF | - Go to the Shanty Quarter and investigate the Crow's Nest pub 		
CF | 		
CF | Sal and Piper 		
CF | - Investigate the note in the 'Piper' file about the Shanty Quarter 		
CF | 		
CF | Miscellaneous 		
CF | - Find a way to convince the bouncer to let you into the Crow's Nest 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | The disease 		
CF | - I learned that the disease is unlikely to be airborne. 		
CF | - I learned that the disease can be transmitted by ingestion. 		
CF | - I learned that the disease is bloodborne and attacks the animus, or 		
CF | the soul. 		
CF | 		
CF | Reden 		
CF | - I learned that Reden was once a Channelworks worker, and it reminded 		
CF | me that his clothes were unusually wet when he stumbled into Doctor 		
CF | Cavala's clinic. 		
CF | - I learned that Reden frequented a rooftop pub in the Shanty Quarter 		
CF | called the Crow's Nest. 		
CF | - I remember that Reden died on the night of the Third, two days ago. 		
CF | 		
CF | Doctor Arturus 		
CF | - I learned that Doctor Arturus was in debt, and the Trading Company 		
CF | was involved. 		
CF | - I found a coffee table set for three in Doctor Arturus's home. 		
CF | According to Justinian, one of the wineglasses had been broken by a 		
CF | guest. 		
CF | - I found that Doctor Arturus rushed through his patient record files 		
CF | for some reason, leaving them unfinished. 		
CF | - I found that the gloves on Doctor Arturus's body were brand new. He 		
CF | couldn't have been infected through his hands if he had been wearing 		
CF | them. 		
CF | - I learned that Doctor Arturus died sometime between last night, on 		
CF | the Fourth, and this morning, on the Fifth. 		
CF | 		
CF | Creditor Nacarat 		
CF | - I learned that Creditor Nacarat was killed by something he ingested. 		
CF | - I learned that Creditor Nacarat was connected to the Trading 		
CF | Company. 		
CF | - I learned that Creditor Nacarat could have hired Sal and Piper 		
CF | recently. 		
CF | - I learned that Creditor Nacarat was taking tea with Doctor Arturus 		
CF | when his symptoms emerged, and he broke a piece of tableware as a 		
CF | result. 		
CF | - I learned that Creditor Nacarat was admitted to the clinic on the 		
CF | afternoon of the Third, two days ago. 		
CF | - I learned that Creditor Nacarat died on the night of that day. 		
CF | 		
CF | Sal and Piper 		
CF | - I learned that Sal and Piper were connected to the Trading Company. 		
CF | - I found a list of names that suggested Piper had been collecting 		
CF | debts. The reverse side of the paper had been intentionally blanked 		
CF | out. 		
CF | - I found a battered keyring on Sal's belt. 		
CF | - I found a note in Piper's patient record that read "cellar in f.h. 		
CF | shanty quarter." 		
CF | - I learned that Piper was killed by something she ingested. 		
CF | - I learned that Sal and Piper were admitted to the clinic on the 		
CF | morning of the Third, two days ago. 		
CF | - I learned that both Sal and Piper died on the night of that day. 		
CF | 		
CF | Miscellaneous 		
CF | - I learned that the raven is the symbol of the Greater Corindia 		
CF | Trading Company, a criminal syndicate. 		
CF | - I'm in the mood for a drink... 		
CF | - I hope Doctor Cavala and Horatio will be all right at the clinic... 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Reden's Shack Day Two 		
CF | 		
CF | 		
CF | Reden's Shack 		
CF | This tiny hovel is visibly shabbier than the rest. The roof is 		
CF | uncomfortably low, and the space just a little too cramped to stand 		
CF | in. A pile of bedding dominates the only room, draped in dirty 		
CF | clothing and empty wine bottles. 		
CF | 		
CF | The only exit is to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x roof" 		
CF ] Reden's Shack Day Two 		
CF | > 		
CF | > X ROOF 		
CF | 		
CF | You don't think whoever lived here got many human visitors. Or many 		
CF | visitors, for that matter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Riggertown, Lower Level Day Two 		
CF | > 		
CF | > E 		
CF | 		
CF | You emerge from the shack... 		
CF | 		
CF | Riggertown, Lower Level 		
CF | This peculiarly goblin neighborhood bristles with mechanical-chymical 		
CF | detritus. There are twisty catwalks made for childlike feet, and 		
CF | sheet-metal shacks you must stoop to enter. Here and there in the 		
CF | shadow of the upper landing, neon lamps glow and windchimes tinkle 		
CF | like laughter. 		
CF | 		
CF | You can climb a ladder up to the next level, visit Reden's shack to 		
CF | the west, or cross the canal east by way of Cadaver Walk. 		
CF | 		
CF | > 		DavidW asks, "East to Shantytown?"
		Knight_Otu says, "Sure. Let's hope it goes better than last time."
DavidW says (to ClubFloyd), "e" 		
CF ] Cadaver Walk Day Two 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Cadaver Walk 		
CF | You are on a bridge, if it can be called that: a haphazard assortment 		
CF | of ropes, planks, chains, warning signs, layers upon layers bound up 		
CF | in incomprehensible knots. Below the lines trail where they have 		
CF | snapped and never been repaired, and the Bilious Canal gobbles them up 		
CF | as they descend. 		
CF | 		
CF | Riggertown is to the west, while the Shanty Quarter is to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | You take a deep breath. 		
DavidW pushes the green 'space' button. 		
CF ] Shanty Quarter Day Two 		
CF | You take a deep breath.## Shanty Quarter 		
CF | A labyrinthine morass of concrete and claustrophobia. You know this 		
CF | place better now that you've seen the worst of it -- you know which 		
CF | paths to take, which alleys to avoid -- but there is a horror here 		
CF | that sinks its teeth into you, and does not let go. 		
CF | 		
CF | Tangled rope ladders lead up and down. A crumbling flophouse lies to 		
CF | the east. Somewhere to the north is the Via Mercurii, and to the west, 		
CF | Cadaver Walk. 		
CF | 		
CF | > 		MoyTravis says, "Pfft last time went fiiine. They didn't actually stab us."
DavidW says (to ClubFloyd), "e" 		
CF ] Flophouse Day Two 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Flophouse 		
CF | This place was once a beautiful townhouse; now it is a ruin. The walls 		
CF | have been stripped of their furnishings, leaving bone-white plaster 		
CF | and rotting wood. Vagrants sleep on the stairs or in the corridors, 		
CF | curled up in makeshift bedding and soused with laudanum or alcohol. 		
CF | 		
CF | To the west is the exit. To the south, a passageway leads to the 		
CF | rooms. 		
CF | 		
CF | In the reception office, a nightmarish many-armed creature crouches, 		
CF | and pores obsessively over an assortment of keys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x creature" 		
CF ] Flophouse Day Two 		
CF | > 		
CF | > X CREATURE 		
CF | 		
CF | There's something deeply unnatural about the way it moves. You have to 		
CF | look away before you get a headache. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to creature" 		
CF | > 		
CF | > TALK TO CREATURE 		
CF | 		
CF | "E-Excuse me?" you say. 		
CF | 		
CF | The creature freezes. It rears up, bringing undulating folds of flesh 		
CF | to bear, and it fixes you with seven unblinking eyes. 		
DavidW pushes the green 'space' button. 		
CF | to bear, and it fixes you with seven unblinking eyes."I am," 		
CF | it says. "Landlord." 		
DavidW pushes the green 'space' button. 		
CF | it says. "Landlord."A clatter. It has dropped its keys -- it 		
CF | rushes forth like an engulfing wave. Its eyes surround you, press 		
CF | inward. 		
DavidW pushes the green 'space' button. 		
CF ] Flophouse Talking to the creature 		
CF | inward."You are," it breathes. "You are?" 		
CF | 		
CF | 1) <Panic.> 		
CF | 2) "Please get away from me." 		
CF | 3) "My name is Marid. Servator Marid Orpheia." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "M-My name is Marid," you stutter. "Serva... Servator Marid Orpheia." 		
CF | 		
CF | "Hmmmmmm." 		
CF | 		
CF | The creature lowers itself close. It inspects your neck. A wriggling 		
CF | presence touches your hair, your ear. 		
DavidW pushes the green 'space' button. 		
CF ] Flophouse Talking to the creature 		
CF | presence touches your hair, your ear.Then it withdraws, and collects 		
CF | its keys from the floor. 		
CF | 		
CF | "You are not resident," it says, in a tone that sounds almost 		
CF | disappointed. "You are not key-bearer." 		
CF | 		
CF | 1) "No. I'm not." 		
CF | 2) "Who are the residents?" 		
CF | 3) "What's a key-bearer?" 		
CF | 4) "You operate this establishment?" 		
CF | 5) "Actually, I have some keys right here." <Present the battered 		
CF | keyring.> 		
CF | 6) "Okay... I'll be going now." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Flophouse Talking to the creature 		
CF | > 		
CF | > 3 		
CF | 		
CF | "What's a key-bearer?" 		
CF | 		
CF | The landlord licks its beak. "Key. Key important. Bearer of key? 		
CF | Key-bearer. Owner of room." 		
CF | 		
CF | 1) "Who are the residents?" 		
CF | 2) "You operate this establishment?" 		
CF | 3) "Are you sure I'm not a key-bearer?" <Present the battered 		
CF | keyring.> 		
CF | 4) "I'll come back later." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Are you sure I'm not a key-bearer?" 		
CF | 		
CF | You hold up the keyring. The landlord rushes up to you, quivering, 		
CF | scrutinizing the keys from all directions. 		
DavidW pushes the green 'space' button. 		
CF | scrutinizing the keys from all directions.There is an uncomfortably 		
CF | long pause. 		
DavidW pushes the green 'space' button. 		
CF ] Flophouse Talking to the creature 		
CF | long pause."Strange," it says at last. "Right key. Wrong 		
CF | person." 		
CF | 		
CF | 1) "The owner of the keyring is dead. I'm investigating his 		
CF | death." 		
CF | 2) "The keyring was given to me by the previous owner." 		
CF | 3) "I have the keyring now. Does it matter who it used to belong 		
CF | to?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "The owner of the keyring is dead. I'm investigating his death." 		
CF | 		
CF | The landlord's tentacles coil around your arm, cradling the keyring, 		
CF | and you suppress the urge to shudder. 		
CF | 		
CF | "Maybe," it says. "Maybe you lie. Maybe you thief." 		
DavidW pushes the green 'space' button. 		
CF | "Maybe," it says. "Maybe you lie. Maybe you 		
CF | thief."It exhales wetly, and recedes. Saliva runs from its beak 		
CF | and strikes the floor with a hiss. 		
CF | 		
CF | "Conundrum. Compromise. You have key? Tell which room. Correct, 		
CF | you enter. Wrong, you leave. Yes?" 		
DavidW pushes the green 'space' button. 		
CF ] Flophouse Talking to the creature 		
CF | you enter. Wrong, you leave. Yes?""Um..." 		
CF | 		
CF | 1) "The key unlocks the first room." 		
CF | 2) "The key unlocks the second room." 		
CF | 3) "The key unlocks the third room." 		
CF | 4) "The key unlocks the fourth room -- the cellar." 		
CF | 5) "That seems like an overly arbitrary way to decide." 		
CF | 6) "I don't know which room this unlocks." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "4" 		
CF | > 		
CF | > 4 		
CF | 		
CF | "The key unlocks the fourth room -- the cellar." 		
CF | 		
CF | The landlord regards you wordlessly, and your lips feel suddenly dry. 		
CF | You're no longer quite so sure about your guess -- 		
DavidW pushes the green 'space' button. 		
CF | You're no longer quite so sure about your guess --"You see." 		
DavidW pushes the green 'space' button. 		
CF | You're no longer quite so sure about your guess --"You see."A 		
CF | crescent opens up in the landlord's body, a ring of grinning white 		
CF | teeth. "You see. You know." 		
DavidW pushes the green 'space' button. 		
CF | teeth. "You see. You know."Then it says a word that doesn't 		
CF | -- doesn't quite register in your mind. Your head feels fuzzy 		
CF | for a second, and you -- you blink -- 		
DavidW pushes the green 'space' button. 		
CF | for a second, and you -- you blink ---- Where did that 		
CF | trapdoor come from? 		
DavidW pushes the green 'space' button. 		
CF | trapdoor come from?There's a trapdoor to the south where there was 		
CF | carpet just moments ago. It's cut into the floor, with a half-eaten 		
CF | ladder descending into darkness. 		
DavidW pushes the green 'space' button. 		
CF | ladder descending into darkness.And the landlord... 		
DavidW pushes the green 'space' button. 		
CF ] Flophouse Day Two 		
CF | ladder descending into darkness.And the landlord...The landlord is 		
CF | gone. There's no one there. The office is empty. 		
CF | 		
CF | > 		Knight_Otu says, "Brrr."
		DavidW says, "yeah, that was very unsettling."
		MoyTravis says, "Look if I were living in dangerous slums having an eldrich horror as a landlord seems really quite sensible."
		MoyTravis says, "Nobody will ever rob you."
DavidW says (to ClubFloyd), "d" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > D 		
CF | 		
CF | (first opening the trapdoor to the cellar) 		
CF | 		
CF | Cellar 		
CF | A dimly lit mouse-hole of a hollow that has been bricked off from 		
CF | prying eyes. A pair of mattresses lie near the entrance, where Sal and 		
CF | Piper must have slept. Further in, a guttering candle on the only 		
CF | table illuminates bladed weapons, counterfeit bills, and other 		
CF | contraband. 		
CF | 		
CF | A trapdoor ascends out of the cellar. 		
CF | 		
CF | You notice a wine bottle on the table that seems particularly out of 		
CF | place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bottle" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X BOTTLE 		
CF | 		
CF | The bottle is still half-full; the label suggests an expensive claret. 		
CF | But the odor surrounding the mouth of the bottle is not quite the odor 		
CF | of wine. 		
CF | 		
CF | Next to the wine bottle, you spy a stained ribbon and a handwritten 		
CF | note. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ribbon" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X RIBBON 		
CF | 		
CF | A sigiled natron ribbon of the kind used in gift-wrapping. It is 		
CF | stained black on blood-red. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stain" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X STAIN 		
CF | 		
CF | You have a feeling that they aren't inkstains. And they definitely 		
CF | aren't wine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x note" 		
CF | > 		
CF | > X NOTE 		
CF | 		
CF | (the gift note) 		
CF | A gift note written on plain stationery. It reads: 		
CF | 		
CF | Congratulations to both of you on a job well done. Here is a gift 		
CF | to our continued partnership. Let's keep it a secret between us, shall 		
CF | we? 		
CF | A. Z. B. N. Creditor Nacarat 		
DavidW pushes the green 'space' button. 		
CF | A. Z. B. N. Creditor Nacarat'A. Z. B. N.'? That's an 		
CF | old-fashioned way to end a letter. You thought the instructors at the 		
CF | Physicians' College were the only ones who still wrote that. 		Knight_Otu says, "New plan - never drink any wine ever again."
DavidW pushes the green 'space' button. 		
CF | Physicians' College were the only ones who still wrote that.More 		
CF | importantly, this is proof that Creditor Nacarat had been working with 		
CF | Sal and Piper. 		
DavidW pushes the green 'space' button. 		
CF | Sal and Piper.Or is it? 		
DavidW pushes the green 'space' button. 		
CF ] Cellar Day Two 		
CF | Sal and Piper.Or is it?There's something off here that you can't quite 		
CF | put your finger on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x candle" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X CANDLE 		
CF | 		
CF | A slow-burning phlogiston candle. It looks as though it was lit some 		
CF | days ago, then forgotten. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | You don't want to. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > L 		
CF | 		
CF | Cellar 		
CF | A dimly lit mouse-hole of a hollow that has been bricked off from 		
CF | prying eyes. A pair of mattresses lie near the entrance, where Sal and 		
CF | Piper must have slept. Further in, a guttering candle on the only 		
CF | table illuminates bladed weapons, counterfeit bills, and other 		
CF | contraband. 		
CF | 		
CF | A trapdoor ascends out of the cellar. 		
CF | 		
CF | On the table is a wine bottle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x table" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | There are many shapes that glisten in the candlelight, but that wine 		
CF | bottle seems the strangest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mattresses" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X MATTRESSES 		
CF | 		
CF | One is big; the other, small. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search them" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > SEARCH THEM 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search mattresses" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > SEARCH MATTRESSES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x weapons" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X WEAPONS 		
CF | 		
CF | Knives, mostly, of various sizes and shapes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x money" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X MONEY 		
CF | 		
CF | You don't carry much money with you. Just enough to buy food and other 		
CF | necessities. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bottle" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X BOTTLE 		
CF | 		
CF | The bottle is still half-full; the label suggests an expensive claret. 		
CF | But the odor surrounding the mouth of the bottle is not quite the odor 		
CF | of wine. 		
CF | 		
CF | Next to the wine bottle, you spy a stained ribbon and a handwritten 		
CF | note. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell bottle" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > SMELL BOTTLE 		
CF | 		
CF | At first it smells like red wine, light and fruity. But there is the 		
CF | barest coppery undertone to it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x note" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X NOTE 		
CF | 		
CF | (the gift note) 		
CF | A gift note written on plain stationery. It reads: 		
CF | 		
CF | Congratulations to both of you on a job well done. Here is a gift 		
CF | to our continued partnership. Let's keep it a secret between us, shall 		
CF | we? 		
CF | A. Z. B. N. Creditor Nacarat 		
CF | 		
CF | > 		DavidW says, "Are we missing something here? This seems a dead end."
DavidW says (to ClubFloyd), "take bottle" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > TAKE BOTTLE 		
CF | 		
CF | It's uncorked, and you might spill it while moving around. Best to 		
CF | just leave it where it is. 		
CF | 		
CF | > 		MoyTravis says, "Uuuuh. Let's see. We learned that they are related to the creditor."
		DavidW says, "I'm wondering if someone pretending to be Nacarat sent the wine bottle."
		Knight_Otu says, "I guess we found what we needed to find here. We probably should investigate the Crow's Nest next."
		MoyTravis asks, "x contraband?"
DavidW says (to ClubFloyd), "x contraband" 		
CF ] Cellar Day Two 		
CF | > 		
CF | > X CONTRABAND 		
CF | 		
CF | Knives, mostly, of various sizes and shapes. 		
CF | 		
CF | > 		Knight_Otu says (to David), "Yeah, that seems the implication."
		DavidW asks, "Any chance it's auburn-haired Justinian is the big bad?"
		Knight_Otu asks, "50-50 at this point?"
DavidW says (to ClubFloyd), "u" 		
CF ] Flophouse Day Two 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Flophouse 		
CF | This place was once a beautiful townhouse; now it is a ruin. The walls 		
CF | have been stripped of their furnishings, leaving bone-white plaster 		
CF | and rotting wood. Vagrants sleep on the stairs or in the corridors, 		
CF | curled up in makeshift bedding and soused with laudanum or alcohol. 		
CF | 		
CF | To the west is the exit. To the south, a trapdoor descends to the 		
CF | cellar. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close trapdoor" 		
CF ] Flophouse Day Two 		
CF | > 		
CF | > CLOSE TRAPDOOR 		
CF | 		
CF | You close the trapdoor to the cellar. 		
CF | 		
CF | > 		MoyTravis asks, "Oh, 'cuz of the AZBN?"
		MoyTravis says, "...huuuuh I missed that. But yeah."
		DavidW says, "I don't know what the AZBN means. But that business with the missing wineglass is odd."
		Knight_Otu says, "Yeah."
		DavidW asks, "Like, who would be drinking with Dr A and Nacarat but Dr J?"
		MoyTravis says, "Marid says "'A. Z. B. N.'? That's an old-fashioned way to end a letter. You thought the instructors at the Physicians' College were the only ones who still wrote that.""
		MoyTravis says, "Oh yeah that seems pretty telegraphed, all together."
DavidW says (to ClubFloyd), "w" 		
CF ] Shanty Quarter Day Two 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Shanty Quarter 		
CF | A labyrinthine morass of concrete and claustrophobia. You know this 		
CF | place better now that you've seen the worst of it -- you know which 		
CF | paths to take, which alleys to avoid -- but there is a horror here 		
CF | that sinks its teeth into you, and does not let go. 		
CF | 		
CF | Tangled rope ladders lead up and down. A crumbling flophouse lies to 		
CF | the east. Somewhere to the north is the Via Mercurii, and to the west, 		
CF | Cadaver Walk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Gangway Day Two 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Gangway 		
CF | Rotting beams spiral from the Shanty Quarter like a stairway grasping 		
CF | for the stars. At their head is a jutting structure like a watchtower, 		
CF | and it shadows all that is beneath it, shielding grimy brick and 		
CF | concrete from desolate sky. 		
CF | 		
CF | The Shanty Quarter yawns below. Above you is the public house called 		
CF | the Crow's Nest -- but a fearsome eight-legged bouncer blocks the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bouncer" 		
CF ] Gangway Day Two 		
CF | > 		
CF | > X BOUNCER 		
CF | 		
CF | He is human, though you wouldn't have guessed from his silhouette. He 		
CF | wears cracked welding goggles and the greasy leathers of a mechanist. 		
CF | Below the waist, his legs have been entirely replaced with a roaring 		
CF | pistoning walking-chassis. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to bouncer" 		
CF ] Gangway Talking to the bouncer 		
CF | > 		
CF | > TALK TO BOUNCER 		
CF | 		
CF | "Hello," you say, rather meekly. 		
CF | 		
CF | The bouncer peers down at you and frowns. He wipes soot from his 		
CF | goggles; he blows on his bandaged fingers. 		
CF | 		
CF | "You don't look like you're from around here," he finally remarks. 		
CF | 		
CF | 1) "What do you mean?" 		
CF | 2) "Neither do you." 		
CF | 3) "I work at Doctor Cavala's clinic." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Gangway Talking to the bouncer 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I work at Doctor Cavala's clinic." 		
CF | 		
CF | He appraises you with a raised eyebrow. "Thought you looked the sort. 		
CF | White jacket. Gloves like a surgeon. You don't ever take those gloves 		
CF | off, do you?" 		
CF | 		
CF | You look at your gloves, and he shakes his head. 		
CF | 		
CF | "I don't know why you'd come down here," he mutters. "People like you 		
CF | don't ever come down here. Not unless there's something you're looking 		
CF | for." 		
CF | 		
CF | 1) "I'm just looking for a drink." 		
CF | 2) "I need to get inside." 		
CF | 3) "I'm investigating a series of deaths..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I'm investigating a series of deaths," you say. "Some bodies have 		
CF | turned up in the Turris Infinita, all dead of the same affliction. 		
CF | I've been looking around the district for clues, and... and I 		
CF | thought..." 		
CF | 		
CF | The bouncer shakes his head and looks away. He gazes across the spires 		
CF | of the city, rising from the smoke and the water. 		
DavidW pushes the green 'space' button. 		
CF | of the city, rising from the smoke and the water."Sounds like a bunch 		
CF | of important people died," he says. "I'm sorry to hear that. But this 		
CF | is the Shanty Quarter. People die like flies here, each and every day, 		
CF | and no one gives a damn. Am I supposed to step aside for everyone 		
CF | who's lost someone? 		
DavidW pushes the green 'space' button. 		
CF ] Gangway Talking to the bouncer 		
CF | who's lost someone?"Your heart is in the right place, sweetheart. I 		
CF | don't begrudge you or nothing. But if you're looking to learn 		
CF | something about people that matter... you should look elsewhere." 		
CF | 		
CF | 1) "Doctor Cavala sent me." <Present the signum.> 		
CF | 2) "Sal and Piper lived in the Shanty Quarter..." 		
CF | 3) "Reden came here often, didn't he?" 		
CF | 4) "I'll be back. I'll find something that matters to you." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Reden came here often, didn't he?" 		
CF | 		
CF | There is a shift in the air. The bouncer starts, and looks at you with 		
CF | something approaching incredulity in his eyes. 		
DavidW pushes the green 'space' button. 		
CF ] Gangway Talking to the bouncer 		
CF | something approaching incredulity in his eyes."Reden," he says. "Where 		
CF | did you hear that name?" 		
CF | 		
CF | 1) "He's one of the victims I'm investigating." 		
CF | 2) "I watched him die in Doctor Cavala's clinic." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "He's one of the victims I'm investigating." 		
CF | 		
CF | "Primes," the bouncer whispers. "He's dead, then. I... I never 		
CF | imagined --" 		
DavidW pushes the green 'space' button. 		
CF ] Gangway Talking to the bouncer 		
CF | imagined --"He shakes his head and falls silent. His hands ball into 		
CF | fists, exposing knuckles covered with angry scars. 		
CF | 		
CF | 1) "I'm sorry you had to find out this way." 		
CF | 2) "You were close to Reden?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Gangway Talking to the bouncer 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm sorry you had to find out this way." 		
CF | 		
CF | He just shakes his head, his mouth a thin line. He does not reply. 		
CF | 		
CF | 1) "You were close to Reden?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You were close to Reden?" 		
CF | 		
CF | The bouncer looks at his mechanical legs; he leans heavily on the 		
CF | struts. The cracks in his goggles glint in the cold light. 		
DavidW pushes the green 'space' button. 		
CF | struts. The cracks in his goggles glint in the cold light."We were 		
CF | co-workers," he says. "Way back when in the Channelworks. Back before 		
CF | I lost my legs, before everything came tumbling down..." 		
DavidW pushes the green 'space' button. 		
CF | I lost my legs, before everything came tumbling down..."He looks off 		
CF | into the distance. 		
DavidW pushes the green 'space' button. 		
CF | into the distance."We were drinking buddies. Him and me and Crow. We 		
CF | all knew each other back in the day -- told jokes, comforted each 		
CF | other when we had a bad run. I don't think he had anyone other than 		
CF | the two of us. 		
DavidW pushes the green 'space' button. 		
CF ] Gangway Talking to the bouncer 		
CF | the two of us."And now he's gone. It's just the two of us left." 		
CF | 		
CF | 1) "Who's Crow?" 		
CF | 2) "There's no one else?" 		
CF | 3) "I'm here because I don't want anyone else to die..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Gangway Talking to the bouncer 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Who's Crow?" you ask. 		
CF | 		
CF | "Used to be the most cheerful girl on the night shift," he says. 		
CF | "Now... well. People change. Some more than others." 		
CF | 		
CF | 1) "There's no one else?" 		
CF | 2) "I'm here because I don't want anyone else to die..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Gangway Talking to the bouncer 		
CF | > 		
CF | > 1 		
CF | 		
CF | "There's no one else?" 		
CF | 		
CF | "Not anymore. Not since..." 		
CF | 		
CF | He trails off, and looks up at the clouds. He does not continue. 		
CF | 		
CF | 1) "I'm here because I don't want anyone else to die..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm here because I don't want anyone else to die," you say. "I... I 		
CF | need to find out everything I can about the victims. Please." 		
CF | 		
CF | The bouncer looks at you, and the eyes behind his goggles are dark and 		
CF | tormented. 		
CF | 		
CF | "I don't know," he says. "I don't know anymore." 		
DavidW pushes the green 'space' button. 		
CF | "I don't know," he says. "I don't know anymore."He turns around with a 		
CF | hiss of steam. For the first time, you notice the assembly woven into 		
CF | his spine -- a sprawl of alchemical glyphs and gears, messily sewn 		
CF | together. 		
DavidW pushes the green 'space' button. 		
CF ] Gangway Talking to the bouncer 		
CF | together."You want to get into the Crow's Nest?" he whispers. 		
CF | 		
CF | 1) "Please." 		
CF | 2) "For all our sakes." 		
CF | 3) <Remain silent.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Please." Your voice cracks. 		
CF | 		
CF | He takes a deep breath. The gears in his spine turn. 		
DavidW pushes the green 'space' button. 		
CF | He takes a deep breath. The gears in his spine turn."Go," he says. 		
CF | "Just go. I'm putting my head on the block for you -- for Reden. Don't 		
CF | make me regret this. Go and find out whatever you can find." 		
DavidW pushes the green 'space' button. 		
CF | make me regret this. Go and find out whatever you can find.""Thank 		
CF | you," you breathe. "I..." 		
DavidW pushes the green 'space' button. 		
CF | you," you breathe. "I...""Don't thank me." He shakes his head. "This 		
CF | is for Reden's sake. If I die tomorrow... I can tell him I died making 		
CF | a difference in the end." 		
DavidW pushes the green 'space' button. 		
CF | a difference in the end.""I --" 		
CF | 		
CF | "Just go. Please." 		
DavidW pushes the green 'space' button. 		
CF | "Just go. Please."You don't have to be told twice. With a final 		
CF | lingering look at the bouncer on his perch, you push past him, and 		
CF | onward, upward, into the tavern at the edge of the sky. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Day Two 		
CF | onward, upward, into the tavern at the edge of the sky.## Crow's Nest 		
CF | There is a strange crooked serenity here, amidst the rags that catch 		
CF | the wind. From discarded blocks and beams have been built tables, 		
CF | landings; odd patrons mingle all around you, engrossed in the 		
CF | late-afternoon murmur. 		
CF | 		
CF | The exit lies below. 		
CF | 		
CF | A disaffected young woman lounges behind the bar, chewing on a stick 		
CF | of gum and idly spinning a rota fortunae with her finger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf10" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Crow's Nest Day Two 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x woman" 		
CF ] Crow's Nest Day Two 		
CF | > 		
CF | > X WOMAN 		
CF | 		
CF | (the bartender) 		
CF | She's dressed in a disheveled shirt, wearing a hairpin of feathers and 		
CF | bones. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rota" 		
CF ] Crow's Nest Day Two 		
CF | > 		
CF | > X ROTA 		
CF | 		
CF | "THE DAEMON'S WHEEL. Step up and spin for your fate!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to woman" 		
CF ] Crow's Nest Talking to the bartender 		
CF | > 		
CF | > TALK TO WOMAN 		
CF | 		
CF | (the bartender) 		
CF | You approach the bartender. She doesn't bother looking up from the 		
CF | countertop. 		
CF | 		
CF | "So," she says. "You got past Webster. Makes me wonder why I hire him 		
CF | at all." 		
CF | 		
CF | 1) "Do you greet all your customers like that?" 		
CF | 2) "Nice to meet you too, Miss..." 		
CF | 3) "I'm here about Reden." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Nice to meet you too, Miss..." 		
CF | 		
CF | "Crow. Just Crow." 		
CF | 		
CF | She leans back, and spreads her arms in an all-encompassing gesture. 		
CF | 		
CF | "This is my nest." 		
CF | 		
CF | 1) "I'm Marid." 		
CF | 2) "I'm here about Reden." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm Marid." 		
CF | 		
CF | She shrugs. 		
CF | 		
CF | 1) "Do you greet all your customers like that?" 		
CF | 2) "I'm here about Reden." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I'm here about Reden." 		
CF | 		
CF | Crow spits her gum into the bin beside her. She gets up and paces back 		
CF | and forth, hooking her thumbs in the loops of her trousers. 		
CF | 		
CF | "Yeah," she says. "I heard." 		
DavidW pushes the green 'space' button. 		
CF | "Yeah," she says. "I heard."Her eyes flicker to the device behind the 		
CF | bar, flared like a foghorn. She brushes the sigiled feathers in its 		
CF | bell, sending them fluttering, whispering. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | bell, sending them fluttering, whispering."You hear all kinds of 		
CF | things on the wind." 		
CF | 		
CF | 1) "You heard everything?" 		
CF | 2) "Then you know why I'm here." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You heard everything?" you ask. 		
CF | 		
CF | "I heard enough." 		
CF | 		
CF | She uncorks a bottle and mixes a drink, a rich dark rum you can smell 		
CF | from across the bar. She pours out a glass for herself -- then she 		
CF | retrieves another, raises it with a sidelong arch of her brow. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | retrieves another, raises it with a sidelong arch of her brow."Drink?" 		
CF | she asks. 		
CF | 		
CF | 1) "Please." 		
CF | 2) "I'm fine." 		
CF | 3) "I'm more of a spiced wine person, actually." 		
CF | 		
CF | > 		DavidW asks, "1?"
		Knight_Otu asks, "I guess?"
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Please." 		
CF | 		
CF | She fills another glass and pushes it across the countertop. You take 		
CF | a sip -- it's powerful stuff, warm in your throat all the way down. 		MoyTravis says, "It's not wine, at least."
DavidW pushes the green 'space' button. 		
CF | a sip -- it's powerful stuff, warm in your throat all the way 		
CF | down."I'm impressed," she says. "Not a lot of people around here with 		
CF | the stomach for that." 		
CF | 		
CF | She takes a long swig from her own glass. For a long while she is 		
CF | silent, absorbed in her own thoughts. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | silent, absorbed in her own thoughts."Reden," she finally says. "You 		
CF | wanted to know more about him." 		
CF | 		
CF | 1) "I understand he frequented this place." 		
CF | 2) "Were you on good terms with him?" 		
CF | 3) "Could you tell me what he was like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I understand he frequented this place." 		
CF | 		
CF | "Frequented?" She chuckles. "More like he lived here. Between you and 		
CF | me, I don't think he had anywhere else to go. 		
CF | 		
CF | "His heart, though, was always elsewhere. You could see it in his 		
CF | eyes. He was always thinking back on old history... stuck in the 		
CF | past." 		
CF | 		
CF | 1) "He was stuck in the past?" 		
CF | 2) "Were you on good terms with him?" 		
CF | 3) "Could you tell me what he was like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 1 		
CF | 		
CF | "He was stuck in the past?" 		
CF | 		
CF | She gazes at you intently. "He was. He didn't tell anyone -- wasn't 		
CF | the kind to go on drunken tirades, unlike me --" 		
CF | 		
CF | She looks down and chuckles softly. 		
CF | 		
CF | "But I always saw, when he was a few bottles in, that look in his 		
CF | eyes. He was always thinking, thinking of going back. And then he'd 		
CF | say he was done for the night, and he'd lope off and down the 		
CF | gangway... but I don't think he was ever going home. Not really." 		
CF | 		
CF | 1) "Where do you think he went when he was drunk?" 		
CF | 2) "Were you on good terms with him?" 		
CF | 3) "Could you tell me what he was like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Where do you think he went when he was drunk?" 		
CF | 		
CF | "There's only one place he could have gone," she says quietly. "Back 		
CF | to the past. Back to where it all started. 		
CF | 		
CF | "Back to the Channelworks." 		
CF | 		
CF | There is a silence that settles. You make a mental note of this 		
CF | information. 		
CF | 		
CF | 1) "Were you on good terms with him? Reden, I mean." 		
CF | 2) "Could you tell me what Reden was like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Were you on good terms with him? Reden, I mean." 		
CF | 		
CF | She shrugs. "I suppose I was. Webster -- he made it sound like we were 		
CF | chums, didn't he? We were, in a way. The three of us, just raging 		
CF | against the unfairness of the world..." 		
CF | 		
CF | She takes another swig. 		
CF | 		
CF | 1) "It sounds like the three of you have history." 		
CF | 2) "Could you tell me what Reden was like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 1 		
CF | 		
CF | "It sounds like the three of you have history." 		
CF | 		
CF | "That's a mild way to put it." She looks at her painted nails. "The 		
CF | three of us... we built each other. We shaped each other. 		
CF | 		
CF | "On the night shift it was just the three of us in the whole of the 		
CF | Channelworks... we were the whole world to each other back then. Can 		
CF | you imagine? The three of us, kings and queen of the Channelworks? And 		
CF | now... now we're nobody." 		
CF | 		
CF | 1) "What happened with the Channelworks?" 		
CF | 2) "Could you tell me what Reden was like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What happened with the Channelworks?" 		
CF | 		
CF | She shakes her head. "Everything. It all started there. I... I don't 		
CF | know how I can tell you. 		
CF | 		
CF | "It was late. Webster asked for a whiskey, to keep his bones warm, and 		
CF | I... I just gave it to him. 		
DavidW pushes the green 'space' button. 		
CF | I... I just gave it to him."Next day I heard he'd slipped and walked 		
CF | into the rubbish grinder." 		
DavidW pushes the green 'space' button. 		
CF | into the rubbish grinder.""Oh Primes..." 		
CF | 		
CF | She looks into your eyes. "I got found out after that," she says. "The 		
CF | whiskey, I mean. And then Reden took the heat, too, for supplying me. 		
CF | All three of us got handed our letters on that day." 		Knight_Otu says, "Eeesh."
DavidW pushes the green 'space' button. 		
CF | All three of us got handed our letters on that day."It's a while 		
CF | before you can compose your thoughts. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | before you can compose your thoughts."Sorry," Crow says. "That got 		
CF | dark fast." 		
CF | 		
CF | 1) "Could you tell me what Reden was like?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Could you tell me... what Reden was like?" 		
CF | 		
CF | Crow looks into her glass, and her reflection stares up at her. 		
CF | 		
CF | "Of all of us," she says, "he was the most... detached from the world. 		
CF | I always had the Crow's Nest to keep me busy, even after everything 		
CF | happened. Webster had me to stay in touch. Reden... 		
DavidW pushes the green 'space' button. 		
CF | happened. Webster had me to stay in touch. Reden..."I offered him a 		
CF | job, but he never took up the offer. He just stayed here, going 		
CF | through bottles and bottles of cheap wine. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | through bottles and bottles of cheap wine."I never had the heart to 		
CF | charge him." 		
CF | 		
CF | 1) "Could you tell me more about the Crow's Nest?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Crow's Nest Talking to Crow 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Could you tell me more about the Crow's Nest?" 		
CF | 		
CF | "Oh, it's nothing special." She waves her hand dismissively. "Time 		
CF | was, there was an employee refectory I ran in the Channelworks... I 		
CF | ran the after-dark shift, together with the reception. I served drinks 		
CF | when the commissary wasn't looking. 		
CF | 		
CF | "Now... the surroundings have changed, and my employer's a little less 		
CF | strict. But otherwise it's just like old times." 		
CF | 		
CF | 1) "You have a new employer?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You have a new employer?" 		
CF | 		
CF | Crow's expression darkens. She takes a swig from her glass. 		
CF | 		
CF | "Yeah," she says. "It wasn't like I had a choice. Place like the 		
CF | Channelworks District, there's only two avenues of employment you have 		
CF | as a bartender. You either work for the Council of Works -- and for 		
CF | people like me, that's off the table -- or you pay your dues to the 		
CF | big fat raven." 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | big fat raven.""The Company," you say. 		
CF | 		
CF | Her lips are thin. "I didn't have a choice. You take what employment 		
CF | you can get, even if it means kissing someone's hobnailed boots." 		
CF | 		
CF | 1) "That's all the questions I have..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "That's all the questions I have," you say. "Thank you, Crow. You've 		
CF | been very helpful." 		
CF | 		
CF | She drains the last of her glass, and runs a hand through her hair. 		
CF | For the first time since you've met her, she does not quite meet your 		
CF | eye. 		
DavidW pushes the green 'space' button. 		
CF | eye."You know," she whispers, "I still feel numb inside. Maybe it's 		
CF | the rum -- I keep thinking Reden's going to climb up the gangway any 		
CF | moment, asking for a bottle of the Bilious Canal's finest..." 		
CF | 		
CF | She stares at the bottom of her glass. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | She stares at the bottom of her glass."But we both know that's not 		
CF | going to happen. Isn't it?" 		
CF | 		
CF | 1) "...I know what you mean." 		
CF | 2) "Doctor Cavala and I will get to the bottom of this. I 		
CF | promise." 		
CF | 3) <Remain silent.> 		
CF | 		
CF | > 		Knight_Otu asks, "2, I guess?"
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Doctor Cavala and I will get to the bottom of this. I promise." 		
CF | 		
CF | She looks into your eyes. Her gaze is intense at first, like a sky 		
CF | split by thunder -- then it mists, quivers, and she turns her gaze 		
CF | downward before you can see it falter. 		
CF | 		
CF | "Yeah," she says. "All right." 		
CF | 		
CF | She closes her eyes and a tear runs down her cheek, staining it dark 		
CF | in the light. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Talking to Crow 		
CF | in the light."I should get back to bartending," she says, very softly. 		
CF | "It... it was nice talking to you." 		
CF | 		
CF | 1) "Goodbye." 		
CF | 2) "I'll leave you to it." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Goodbye." 		
CF | 		
CF | You get up from the bar, conscious of yourself, of the quiet. You 		
CF | wonder if you perhaps shouldn't have asked so many questions -- 		
CF | 		
CF | But it's too late now. Sometimes you must hurt someone before they can 		
CF | truly be healed. 		
DavidW pushes the green 'space' button. 		
CF ] Crow's Nest Day Two 		
CF | truly be healed.## Crow's Nest 		
CF | There is a strange crooked serenity here, amidst the rags that catch 		
CF | the wind. From discarded blocks and beams have been built tables, 		
CF | landings; odd patrons mingle all around you, engrossed in the 		
CF | late-afternoon murmur. 		
CF | 		
CF | The exit lies below. 		
CF | 		
CF | Crow sits quietly behind the bar. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x patrons" 		
CF ] Crow's Nest Day Two 		
CF | > 		
CF | > X PATRONS 		
CF | 		
CF | There are the shabby homeless you'd expect from a public house in the 		
CF | Shanty Quarter -- but there are also well-dressed patrons, unfamiliar 		
CF | workmen and work-women. 		
CF | 		
CF | > 		Knight_Otu says, "We're at the three-hour mark, by the way."
DavidW says (to ClubFloyd), "x wheel" 		
CF ] Crow's Nest Day Two 		
CF | > 		
CF | > X WHEEL 		
CF | 		
CF | "THE DAEMON'S WHEEL. Step up and spin for your fate!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "spin wheel" 		
CF ] Crow's Nest Day Two 		
CF | > 		
CF | > SPIN WHEEL 		
CF | 		
CF | You give the wheel a spin. It lands on a space marked "Free Drink." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Gangway Day Two 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Gangway 		
CF | Rotting beams spiral from the Shanty Quarter like a stairway grasping 		
CF | for the stars. At their head is a jutting structure like a watchtower, 		
CF | and it shadows all that is beneath it, shielding grimy brick and 		
CF | concrete from desolate sky. 		
CF | 		
CF | The Shanty Quarter yawns below. Above you is the public house called 		
CF | the Crow's Nest, watched by the bouncer Webster from his perch. 		
CF | 		
CF | It's getting dark out. You should return and tell Doctor Cavala what 		
CF | you've learned. 		
CF | 		
CF | (You can >go to a place you've visited before to quickly travel 		
CF | there. For instance, >go to clinic.) 		
CF | 		
CF | > 		DavidW says, "oh, a go to command"
		Knight_Otu says, "Nice to have."
DavidW says (to ClubFloyd), "go to clinic" 		
CF | > 		
CF | > GO TO CLINIC 		
CF | 		
CF | (Doctor Cavala's clinic) 		
CF | You go down to the Shanty Quarter, north to the Via Mercurii, north 		
CF | again to the grand forum, north again to the Via Terminalis junction, 		
CF | northwest to the Via Terminalis bridge, northwest again to the West 		
CF | Street, west to the West End, and west again to Doctor Cavala's 		
CF | clinic. 		
CF | 		
CF | Clinic 		
CF | A row of chairs faces the prescription counter, where the medication 		
CF | and patient records are sorted in gridlike pigeonholes. Further on is 		
CF | the consulting study, home to a desk strewn with notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | Doctor Cavala is curled up in her makeshift bed, staring at an 		
CF | intricately engraved pocketwatch. As you enter, she snaps the watch 		
CF | shut and gives you a nod. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | shut and gives you a nod."Marid," she says. "I was wondering when 		
CF | you'd be back." 		
CF | 		
CF | 1) "How are you holding up, Doctor?" 		
CF | 2) "Where's Horatio?" 		
CF | 3) "That's a nice watch." 		
CF | 4) "About the things you told me to investigate..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How are you holding up, Doctor?" 		
CF | 		
CF | "I'm fine," she says. "It's a bit dull here, especially since 		
CF | Horatio's refused to play any more crucible with me, but it's nothing 		
CF | I haven't endured before." 		
CF | 		
CF | 1) "He's refusing to play crucible?" 		
CF | 2) "Where's Horatio?" 		
CF | 3) "That's a nice watch." 		
CF | 4) "About the things you told me to investigate..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "He's refusing to play crucible?" 		
CF | 		
CF | She smirks. "Something about running out of cash on hand." 		
CF | 		
CF | 1) "Where's Horatio?" 		
CF | 2) "That's a nice watch." 		
CF | 3) "About the things you told me to investigate..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Where's Horatio?" 		
CF | 		
CF | "He's popped back home for a shower," she replies. "Don't worry -- I 		
CF | told him to go home and freshen up. He'll be back soon enough." 		
CF | 		
CF | 1) "That's a nice watch." 		
CF | 2) "About the things you told me to investigate..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "That's a nice watch," you say. 		
CF | 		
CF | Doctor Cavala looks at the little brass case in her palm. 		
CF | 		
CF | "It is," she replies. "Someone gave it to me, long ago... I was just 		
CF | thinking about it. Had Horatio dig it up." 		
CF | 		
CF | 1) "Thinking about someone, Doctor?" 		
CF | 2) "About the things you told me to investigate..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Thinking about someone, Doctor?" 		
CF | 		
CF | After a pause, she puts the watch away. 		
CF | 		
CF | "It doesn't matter," she says. "It's all in the past now. You had 		
CF | something for me, Marid?" 		
CF | 		
CF | 1) "About the things you told me to investigate..." 		
CF | 		
CF | > 		DavidW says, "oh, it matters, I bet."
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "About the things you told me to investigate..." 		
CF | 		
CF | Doctor Cavala's expression hardens. You settle down beside her, and 		
CF | she listens raptly to your account of the day's events. 		
CF | 		
CF | You tell her about your run-in with the Turris Infinita security. The 		
CF | chill of Doctor Arturus's clinic, the silent stare of the departed -- 		
CF | the macabre sights reflected in endoscopic lenses. You tell her of the 		
CF | doctor's correspondence; the web of intrigue and not-quite-coincidence 		
CF | that bound him; the lives that labored in the shadow of black wings. 		
CF | And through it all, like a pervasive pathogen, the darkness seeps and 		
CF | drips coppery from your words. 		Knight_Otu says, "Quite likely."
DavidW pushes the green 'space' button. 		
CF | drips coppery from your words.Doctor Cavala is silent as she takes in 		
CF | everything you've told her. 		
DavidW pushes the green 'space' button. 		
CF | everything you've told her."Marid." 		
DavidW pushes the green 'space' button. 		
CF | everything you've told her."Marid."She takes a deep breath. 		
DavidW pushes the green 'space' button. 		
CF | everything you've told her."Marid."She takes a deep breath."This is 		
CF | everything I'd asked for and more. You've taken great pains to acquire 		
CF | this information -- you've done the Channelworks District a great 		
CF | service. If I'd known the investigation would take you into the Shanty 		
CF | Quarter..." 		
DavidW pushes the green 'space' button. 		
CF | Quarter..."She trails off, shaking her head. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | Quarter..."She trails off, shaking her head."Regardless. You've 		
CF | uncovered a wealth of information pertaining to the affliction. We are 		
CF | now able to draw several conclusions. The transmission vector, for 		
CF | starters --" 		
CF | 		
CF | 1) "It has to be airborne." 		
CF | 2) "It's contracted internally, through ingestion." 		
CF | 3) "It's spread through skin contact." 		
CF | 4) "It's transmitted by both ingestion and skin contact." 		
CF | 		
CF | > 		DavidW asks, "2?"
		Knight_Otu says, "2 only, I guess."
DavidW says (to ClubFloyd), "2" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 2 		
CF | 		
CF | "It's contracted internally, through ingestion." 		
CF | 		
CF | "A strong hypothesis," Doctor Cavala replies. "Your endoscopies 		
CF | certainly seem to corroborate it. But consider Doctor Arturus -- did 		
CF | he really ingest something that was contaminated? He was a magister of 		
CF | the ars vitalis, after all, and would have taken precautions 		
CF | to avoid such a careless mistake. From what you described, it sounds 		
CF | more like he was infected through his hands --" 		
CF | 		
CF | "He couldn't have been infected through his gloves," you say. 		
CF | "Otherwise both of us would be dead." 		
CF | 		
CF | She raises her eyebrows. "But he could have been infected through his 		
CF | hands." 		
CF | 		
CF | 1) "It has to be airborne." 		
CF | 2) "It's transmitted by both ingestion and skin contact." 		
CF | 		
CF | > 		MoyTravis says, "I think 2."
		MoyTravis says, "Wait what? I don't follow Cavala."
		MoyTravis asks, "Unless he was diagnosing people ungloved?"
		DavidW says, "My thinking was that J switched gloves."
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "It's transmitted by both ingestion and skin contact." 		
CF | 		
CF | "Yes." She nods. "I believe that to be the only explanation for the 		
CF | evidence you've gathered. Nacarat and the thugs were killed by 		
CF | something they ingested -- and Doctor Arturus was almost certainly 		
CF | infected through his hands, though I can't fathom why he would have 		
CF | been handling a patient without his gloves. Perhaps if he was present 		
CF | at the outset of symptoms..." 		
CF | 		
CF | She glances at the curtain of the surgery room, and runs a gloved hand 		
CF | through her hair. 		Knight_Otu says, "I was sure Arturus would have gotten contaminated wine as well, but, well."
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | through her hair."In any case," she continues, "the transmission 		
CF | vector seems to be clear. It requires proximity to an infected 		
CF | individual, and that implies close ties between the victims. From what 		
CF | you've learned --" 		
CF | 		
CF | 1) "All of them were patients of Doctor Arturus." 		
CF | 2) "All of them were linked to the Greater Corindia Trading 		
CF | Company." 		
CF | 3) "All of them drank wine." 		
CF | 4) "All of them had been to the Shanty Quarter." 		
CF | 		
CF | > 		MoyTravis says, "My assumption was he drunk the same wine as the Creditor."
		Knight_Otu says, "Yeah."
		DavidW says, "That too."
		MoyTravis says, "Though actually that doesn't line up, because he'd have presented symptons at the *same time*."
		MoyTravis says, "Instead he had enough time to write up notes and try and treat him."
		MoyTravis says, "So...yeah, wouldn't have been the wine, therefore hands...? or the Creditor coughed/vomited on him read bad."
		DavidW asks, "What do we pick here? 3?"
		Knight_Otu says, "2 here, certainly."
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "All of them were linked to the Greater Corindia Trading Company." 		
CF | 		
CF | Doctor Cavala grimaces. "That's not saying much in this district," she 		
CF | replies. "Even I've had to deal with them in the past. But you're 		
CF | right. The raven symbols you found on Doctor Arturus's patients all 		
CF | but confirm their connection to the Company... and if the message you 		
CF | found on Doctor Arturus's correspondence is genuine, he must have had 		
CF | dealings with the underworld as well." 		MoyTravis says, "#2 though #3 is also true."
DavidW pushes the green 'space' button. 		
CF | dealings with the underworld as well.""Even Reden frequented the 		
CF | Crow's Nest," you point out. "That's a front for the Trading Company, 		
CF | too." 		
DavidW pushes the green 'space' button. 		
CF | too."She rubs her chin thoughtfully. "It's possible," she says. "It's 		
CF | possible that the Company had something to do with the outbreak of the 		
CF | disease. But there are aspects of this theory that don't quite gel. 		
DavidW pushes the green 'space' button. 		
CF | disease. But there are aspects of this theory that don't quite 		
CF | gel."The Company is a business first and foremost -- so why would an 		
CF | affliction like this come into the picture? They deal in protection 		
CF | rackets, not plagues and poisons; even Nacarat and the thugs were 		
CF | among the victims. I can see how their ties might have caused the 		
CF | affliction to spread... but which one of them was patient 		
CF | zero? 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | zero?"It's not the full picture, Marid. I have the feeling there was 		
CF | something else they had in common." 		
CF | 		
CF | 1) "All of them were patients of Doctor Arturus." 		
CF | 2) "All of them drank wine." 		
CF | 3) "All of them had been to the Shanty Quarter." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "All of them drank wine," you say. 		
CF | 		
CF | Doctor Cavala opens her mouth -- then she pauses, closes it again. 		
CF | 		
CF | "Now that you mention it," she says. "That is odd. Reden was 		
CF | a heavy drinker. Doctor Arturus had been hosting Creditor Nacarat. And 		
CF | there was that bottle you found beneath the flophouse. The affliction 		
CF | can be transmitted through ingestion --" 		Knight_Otu says, "I suppose it is the wine then."
DavidW pushes the green 'space' button. 		
CF | can be transmitted through ingestion --""Do you think it's the 		
CF | wine that's killing them?" you ask. 		
DavidW pushes the green 'space' button. 		
CF | wine that's killing them?" you ask.She furrows her brow. 		
CF | "It's certainly possible. A contaminant could be hidden in a dark wine 		
CF | and remain undetected, masked by the color and aroma. It would 		
CF | certainly explain why there have been so few victims. It wouldn't be 		
CF | an epidemic -- it would be a poisoning. If only certain 		
CF | bottles of wine were contaminated... Marid, did you notice anything in 		
CF | common about the bottles?" 		
DavidW pushes the green 'space' button. 		
CF | common about the bottles?"You shake your head. "They were all 		
CF | different labels. Different manufacturers. Reden didn't even drink red 		
CF | wine." 		
DavidW pushes the green 'space' button. 		
CF | wine.""That's deeply troubling." She looks at her injured leg. "If 		
CF | there doesn't appear to be any correlation between these poisonings, 		
CF | but the victims are all connected by the same symptoms..." 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | but the victims are all connected by the same symptoms..."She falls 		
CF | silent, engrossed in thought. 		
CF | 		
CF | 1) "You think the cause is undetectable?" 		
CF | 2) "You think it could surface anywhere?" 		
CF | 3) "You think foul play is involved?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "You think foul play is involved?" 		
CF | 		
CF | Doctor Cavala crosses her arms. Her eyes trace the bandages around her 		
CF | destroyed tendon. 		
CF | 		
CF | "Suppose we assume that this is deliberate," she says. "That this is 		
CF | part of someone's larger agenda. Many things fall into place -- the 		
CF | attack on my clinic, the connection to the Trading Company, the 		
CF | fast-acting and improbably lethal affliction. 		
CF | 		
CF | "Until now, we've been operating under the assumption that this is a 		
CF | simple infection, one that obeys statistical models and adheres to the 		
CF | precepts of medicine... but what if that isn't the case? What if this 		
CF | is, in reality, a series of murders?" 		MoyTravis says, "100% foul play obviously."
DavidW pushes the green 'space' button. 		
CF | is, in reality, a series of murders?"You regard her with growing 		
CF | unease. "Then... then that would be beyond us. It would be a matter 		
CF | for the Vigiles." 		
DavidW pushes the green 'space' button. 		
CF | for the Vigiles."She nods grimly. "Correct. And if this is true, 		
CF | Marid... whoever is behind this has it out for me. The culprit might 		
CF | be looking to bury the evidence, silence the doctors in the district 		
CF | who have a chance of stopping them --" 		
DavidW pushes the green 'space' button. 		
CF | who have a chance of stopping them --""That means Doctor Justinian is 		
CF | in danger." 		
DavidW pushes the green 'space' button. 		
CF | in danger.""And you as well." Doctor Cavala shakes her head. "I'm 		
CF | sorry, Marid. If I had known earlier, I would never have sent you out 		
CF | on your own..." 		
DavidW pushes the green 'space' button. 		
CF | on your own..."She shifts in her makeshift bed, wincing as the 		
CF | dressing on her leg chafes. Her shoulders are tense as she checks 		
CF | items off her fingers. 		
DavidW pushes the green 'space' button. 		
CF | items off her fingers."If our conclusion is correct, time is of the 		
CF | essence. I will correspond with Doctor Justinian as soon as possible, 		
CF | and warn the Vigiles by way of Horatio. The quarantine will buy us 		
CF | some time to track down the culprit. As for you, Marid --" 		
DavidW pushes the green 'space' button. 		
CF | some time to track down the culprit. As for you, Marid --"She looks at 		
CF | you, and something causes her to falter. She closes her eyes. Her 		
CF | words catch in her throat. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | words catch in her throat."Go home and rest," she says. "You've done 		
CF | your part. I'll handle things from here on." 		
CF | 		
CF | 1) "Yes, Doctor." 		
CF | 2) "Can I still help somehow?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Can I still help somehow?" 		
CF | 		
CF | A long, tense silence -- and Doctor Cavala shakes her head. 		
DavidW pushes the green 'space' button. 		
CF | A long, tense silence -- and Doctor Cavala shakes her head."I 		
CF | appreciate all that you've done, Marid. But this is bigger than we'd 		
CF | imagined. It's bigger than any of us. Upon my conscience, I will not 		
CF | allow you to put yourself in danger. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | allow you to put yourself in danger."Get some sleep. Take a 		
CF | sabbatical. Let me and the Vigiles handle this." 		
CF | 		
CF | 1) "Yes, Doctor." 		
CF | 2) "Surely you can let me do something!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Surely you can let me do something --" 		
CF | 		
CF | "Marid." 		Knight_Otu says, "I suspect we aren't done doing our part."
DavidW pushes the green 'space' button. 		
CF | "Marid."You realize that in all the months you've worked 		
CF | here, you've never heard Doctor Cavala raise her voice. 		
DavidW pushes the green 'space' button. 		
CF | here, you've never heard Doctor Cavala raise her voice.She takes a 		
CF | deep breath. 		
DavidW pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | deep breath."Marid," she says. "This is not a friendly request. This 		
CF | is a command from Doctor to Servator. I will not allow you to 		
CF | wager your life on this. Do you understand me?" 		
CF | 		
CF | 1) "Yes, Doctor." 		
CF | 2) "No! I don't care what you think!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You look at your feet. 		
CF | 		
CF | "Yes, Doctor," you say, softly, quietly. 		
CF | 		
CF | Her eyes linger on you -- on the tattoos that run like tears down your 		
CF | neck and fade into your pendant. 		
DavidW pushes the green 'space' button. 		
CF | neck and fade into your pendant.She exhales. 		
DavidW pushes the green 'space' button. 		
CF | neck and fade into your pendant.She exhales."Go," she says. "Go home, 		
CF | Marid. Take care of yourself." 		
DavidW pushes the green 'space' button. 		
CF | Marid. Take care of yourself."You rise from the waiting chairs. There 		
CF | is a dull ache in your shoulders. You give Doctor Cavala one last look 		
CF | as you prepare to depart for the night. 		
DavidW pushes the green 'space' button. 		
CF | as you prepare to depart for the night."Good night," you tell her. 		
DavidW pushes the green 'space' button. 		
CF | as you prepare to depart for the night."Good night," you tell her.You 		
CF | can't bring yourself to meet her gaze. 		
DavidW pushes the green 'space' button. 		
CF ] Via Terminalis, West End Day Two 		
CF | can't bring yourself to meet her gaze.## Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a cul-de-sac of steel 		
CF | spires and buildings aspiring to the heavens. Night has fallen, broken 		
CF | only by the ghostly glow of bound animii in street-lamps and shop 		
CF | windows. Beyond, you see the great spine of the Channelworks District, 		
CF | receding from the lamplight into the beginnings of rain. 		
CF | 		
CF | The white cross of Doctor Cavala's clinic is to the west, and the 		
CF | dormitory block where you live lies to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dormitory Block Day Two 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dormitory Block 		
CF | Here is the faded arch, with its years of verdigris; here are the 		
CF | too-small atrium and the fountain at its center. All around above are 		
CF | the lights of innumerable domiciles, linked by crumbling stairs and 		
CF | divided by flimsy plaster walls. 		
CF | 		
CF | The public house is closed tonight. You can only go up to your 		
CF | dormitory room or exit the building to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Marid's Room Day Two 		
CF | > 		
CF | > U 		
CF | 		
CF | (first opening the door to your dormitory room) 		
CF | (closing the door behind you) 		
CF | 		
CF | Marid's Room 		
CF | In one corner is a dressing table, piled with stationery and assorted 		
CF | toiletries, and in another is the kitchenette. The only door leads 		
CF | back downstairs to the atrium. 		
CF | 		
CF | Your bed is at the end of the room, beside the window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter bed" 		
CF | > 		
CF | > ENTER BED 		
CF | 		
CF | You sit down on the edge of your bed. The sweat and stress of the day 		
CF | cling to you, pool in the shadows behind your eyes. 		
DavidW pushes the green 'space' button. 		
CF | cling to you, pool in the shadows behind your eyes.Doctor Cavala is 		
CF | right. This is no longer a medical investigation -- it's a murder 		
CF | investigation. You should take a break. Leave matters to those 		
CF | qualified to handle them. 		
DavidW pushes the green 'space' button. 		
CF | qualified to handle them.But you can't get the thoughts out of your 		
CF | head. The images. Everything that you've seen and done... it 		
CF | clings to you. Creeps within you. 		
DavidW pushes the green 'space' button. 		
CF | clings to you. Creeps within you.So do you drift 		
CF | down and down into darkness, thinking of corpses 		
CF | staring, pigeons twitching -- 		
DavidW pushes the green 'space' button. 		
CF | staring, pigeons twitching ---- burnt-out lamps in broken 		
CF | housing -- 		
DavidW pushes the green 'space' button. 		
CF | housing ---- burning burning burning burni -- 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | M I D N I G H T 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | You open your eyes. 		
DavidW pushes the green 'space' button. 		
CF ] Marid's Room 		
CF | You open your eyes.You're covered in sweat and your breathing is 		
CF | ragged. A nightmare? 		
CF | 		
CF | You'll have time to ponder that later. Someone is knocking on your 		
CF | door. 		
CF | 		
CF | 1) <Ignore the knocking.> 		
CF | 2) <Answer the door.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Marid's Room 		
CF | > 		
CF | > 2 		
CF | 		
CF | You clamber out of bed, pull your jacket close, and shuffle up to the 		
CF | door. 		
CF | 		
CF | 1) <Look through the peephole.> 		
CF | 2) "Who's there?" 		
CF | 3) "Horatio?" 		
CF | 4) <Open the door.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Marid's Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | You look through the peephole. 		
CF | 		
CF | That's odd. You can't make out anything. All you can see is a misty 		
CF | gray. 		
CF | 		
CF | 1) "Who's there?" 		
CF | 2) "Horatio?" 		
CF | 3) <Open the door.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Marid's Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Who's there?" 		
CF | 		
CF | There is no response. 		
CF | 		
CF | 1) "Hello?" 		
CF | 2) "Horatio?" 		
CF | 3) <Open the door.> 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Hello?" 		
CF | 		
CF | There is no response and 		
DavidW pushes the green 'space' button. 		
CF | There is no response andyour door handle explodes outward 		
CF | sending sawdust flying and a claw reaches up and rips the 		
CF | wood out of its housing like 		
DavidW pushes the green 'space' button. 		
CF | wood out of its housing likeso 		
DavidW pushes the green 'space' button. 		
CF | wood out of its housing likesomany 		
DavidW pushes the green 'space' button. 		
CF | wood out of its housing likesomanyteeth. 		
DavidW pushes the green 'space' button. 		
CF | wood out of its housing likesomanyteeth."Hello," the assassin 		
CF | whispers. 		
DavidW pushes the green 'space' button. 		
CF | whispers.She draws her sword and kicks in the remaining pieces of your 		
CF | door. Beneath her hood she's smiling, grinning a rictus grin. Or maybe 		
CF | her mouth is fixed that way. 		
DavidW pushes the green 'space' button. 		
CF | her mouth is fixed that way."You've been a lot of trouble, you know. 		
CF | Asking dangerous questions. Getting dangerous answers." 		
DavidW pushes the green 'space' button. 		
CF ] Marid's Room 		
CF | Asking dangerous questions. Getting dangerous answers."You back away 		
CF | slowly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf11" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Marid's Room 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to assassin" 		
CF ] Marid's Room 		
CF | > 		
CF | > TALK TO ASSASSIN 		
CF | 		
CF | "W-What do you want?" 		
CF | 		
CF | The assassin walks towards you. Calmly. Unhurriedly. 		
CF | 		
CF | > 		Knight_Otu says, "Well, this could be a perfect cliffhanger to end the day."
		DavidW asks, "You think we should stop here?"
		Knight_Otu says, "We are past the three-hour mark."
		MoyTravis says, "Well it has been ~3 1/3 hours."
		DavidW says, "Yes we are, but it would be better to have Marid in a safer position."
		MoyTravis says, "I mean. The save'll keep."
		Knight_Otu says, "I mean, time won't pass for her."
		DavidW says, "hmm."
		MoyTravis says, "I have time but if anybody'd like to end now that's also good."
DavidW says (to ClubFloyd), "go through window" 		
CF ] Rooftop 		
CF | > 		
CF | > GO THROUGH WINDOW 		
CF | 		
CF | 		
CF | Rooftop 		
CF | You roll, twist, force yourself into a run. Your knees are aching. The 		
CF | air is freezing, stinging your cheeks. Your boots dislodge old and 		
CF | broken tiles, sending them hurtling off the roof into the mist below. 		
CF | 		
CF | A balcony lies to the east. Behind you is a clattering, a shrieking 		
CF | that is not human. 		
CF | 		
CF | > 		Knight_Otu says, "I guess it is cruel to leave her staring at the assassin like that, but it is also approaching midnight here."
DavidW says (to ClubFloyd), "e" 		
CF ] Railing 		
CF | > 		
CF | > E 		
CF | 		
CF | You scramble over the 		
CF | 		
CF | Railing 		
CF | and tumble panting across the rotting woodwork. The balustrade 		
CF | shudders with your footfalls, tears away as you frantically grasp for 		
CF | purchase. Behind you, a terrible bulk splinters the flooring and 		
CF | catches up to you with dreadful certainty. 		
CF | 		
CF | South you glimpse a doorway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Black Gallery 		
CF | > 		
CF | > S 		
CF | 		
CF | Black Gallery 		
CF | The hall is thick with ash. Moonlight lances through shattered walls. 		
CF | You run blindly through unlit passages, fumbling, your lungs burning 		
CF | as claws rip through the timber and plaster behind you. 		
CF | 		
CF | There is no escape except to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Smoldering Gallery 		
CF | > 		
CF | > S 		
CF | 		
CF | Smoldering Gallery 		
CF | The hall is thick with smoke. Moonlight lances through 		
CF | scorched walls. You run blindly through burning 		
CF | passages, fumbling, your lungs melting as flames rip 		
CF | through the timber and plaster behind you. 		
CF | 		
CF | There is no escape except to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Burning Gallery 		
CF | > 		
CF | > S 		
CF | 		
CF | Burning Gallery 		
CF | The hall is on fire and the beams are crashing down pinning you 		
CF | choking your lungs and you know it's not real but you're screaming and 		
CF | your jacket is burning 		
CF | 		
CF | and there is no escape no escape no escape except to the 		
CF | south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | You reach out and 		
DavidW pushes the green 'space' button. 		
CF | You reach out andwatch 		
DavidW pushes the green 'space' button. 		
CF | You reach out andwatchhim 		
DavidW pushes the green 'space' button. 		
CF | You reach out andwatchhimburn 		
DavidW pushes the green 'space' button. 		
CF | You reach out 		
CF | andwatchhimburnscreaming your name as 		
CF | she writhes and claws and smashes through the fallen beams. You blink 		
CF | back tears -- you inhale ash -- and tumble through the only exit you 		
CF | see, tread empty air, fall screaming down a broken down chute into 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Darkness 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | Everything hurts. 		
DavidW pushes the green 'space' button. 		
CF | Everything hurts.Sounds are echoing in the dark. The assassin's voice, 		
CF | calling out for you. Other things. 		
DavidW pushes the green 'space' button. 		
CF | calling out for you. Other things.Did you get away? Where... what is 		
CF | this place? 		
DavidW pushes the green 'space' button. 		
CF | this place?You grit your teeth and force yourself to get up. 		
DavidW pushes the green 'space' button. 		
CF ] Darkness 		
CF | this place?You grit your teeth and force yourself to get up.You need 		
CF | help. You need to get out of here. 		
CF | 		
CF | > 		DavidW says, "Okay, we'll stop here."
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
DavidW says (to ClubFloyd), "cfweightindarkness" 		
CF ] Darkness 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "Thanks all."
		Knight_Otu says, "Weight, in Darkness, with a Hunter."
		MoyTravis exclaims, "Thanks for driving!"
		Knight_Otu exclaims, "Thanks for driving!"
		DavidW says, "honestly, someone on 'push space' duty would be nice."
		Knight_Otu says, "That's true. Probably works better in Gargoyle or something."
Roger disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
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, "Thanks again all. See you next week."
		Knight_Otu exclaims, "Good night, and stay safe, everyone!"
		MoyTravis says, "Night."
		
*** SESSION THREE *** 		
		DavidW says, "hi Moy"
		MoyTravis says, "Afternoon."
		DavidW says, "Jacqueline won't be joining us again but I expect a few others to."
		Knight_Otu says, "Hey."
		MoyTravis says, "Evenin'."
		DavidW says, "I'm not sure where my notes from last week ended up. I've been packing everything up into boxes and it's nothing is in its usual place anymore."
		MoyTravis asks, "Do you take physical notes when you play?"
		DavidW says, "Yes, sometimes, particularly if I have to map."
		says, "During normal play outside of CF, I don't bother with physical notes any more."
		MoyTravis says, "Fair enough. I hate mapping and was raised on games where you, like, have minimaps, so I set up an automapper and then if I have to take notes use digital notes."
		DavidW says, "I rather enjoy mapping."
		DavidW says, "When I make a walkthrough, I love to just look at a final map."
Knight_Otu says (to ClubFloyd), "about" 		
CF ] Help 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > List of Commands 		
CF | About This Game 		
CF | How to Play 		
CF | Journal 		
CF | Characters 		
CF | Map 		
CF | Places 		
CF | Hints 		
CF | Send Me Feedback! 		
CF | Acknowledgements 		
CF | Back 		
Knight_Otu says (to ClubFloyd), "q" 		
CF ] Darkness 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | All you can make out is some kind of metal shape at your feet. 		
CF | 		
CF | > 		DavidW asks, "oh, right, we were running away from an assassin, weren't we?"
		MoyTravis says, "Yeah."
		Knight_Otu says, "We were, and I was wondering about the about. Of course, it's a menu."
		DavidW says, "btw, here's a sneak peak of a walkthrough I intend to release next week: [LINK]"
		Knight_Otu asks, "Impos20 - The impossible bottle?"
		DavidW says, "yes"
		Knight_Otu says, "Nice. Great game, too."
		DavidW says, "I'm starting to make Open Graph images for my walkthrough pages."
		MoyTravis says, "That was a cool game but that one thing seemed a little mean."
		DavidW asks, "I don't remember a particularly mean thing...?"
		MoyTravis says, "Huh well are we spoiler-free on a completely different game or, like."
		DavidW says, "oh, whisper it, I guess."
		MoyTravis says, "Eh, let's get'r done and we can talk after or summin'."
		Knight_Otu says, "I remember having problems with the dinosaur portion, but not quite mean things."
		DavidW says, "alright"
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Darkness 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You hurt all over. At least nothing seems to be broken. 		
CF | 		
CF | You are wearing your natron jacket, your clothes, and an animus 		
CF | pendant (containing the spirit of your father). On your person are 		
CF | some drink coupons, a ticker-tape reel, an endoscope, Doctor Cavala's 		
CF | signum, today's copy of the Libri Liberi, a note with Zoiro's 		
CF | address, yesterday's copy of the Libri Liberi, your 		
CF | practitioner's badge, your scalpel, your purse, and an antiseptic 		
CF | cloth. 		
CF | 		
CF | > 		DavidW says, "I suspect we want to investigate the metal shape. See if it's a key or the ring to a trapdoor or what."
		Knight_Otu says, "I don't remember that we grabbed all this when we ran."
		Knight_Otu says, "Yeah, I just wanted to check what we all have. Didn't expect we'd have everything."
Knight_Otu says (to ClubFloyd), "x shape" 		
CF | > 		
CF | > X SHAPE 		
CF | 		
CF | A trick of the light? 		
Knight_Otu pushes the green 'space' button. 		
CF | A trick of the light?You grope in the dark and your fingers close 		
CF | around cold iron. A handle -- a bulb -- a fuse? 		
Knight_Otu pushes the green 'space' button. 		
CF | around cold iron. A handle -- a bulb -- a fuse?An animus lantern. 		
Knight_Otu pushes the green 'space' button. 		
CF | around cold iron. A handle -- a bulb -- a fuse?An animus lantern.You 		
CF | pick it up and strike the fuse. The bound aurora flickers to 		
CF | attention, chilling the fingertips of your gloves, tracing the area in 		
CF | otherworldly dancing light. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Calefactory 		
CF | otherworldly dancing light.## Calefactory 		
CF | You've landed in some kind of underground heating room, long 		
CF | abandoned. The floor is seared with scorch marks. The corpses of pipes 		
CF | and machinery litter the area, claimed by rust and layers of fine 		
CF | black soot. 		
CF | 		
CF | Above dangles a destroyed chute. To the west there is a closed blast 		
CF | door, with a wheel-shaped handle fitted nearby. 		
CF | 		
CF | > 		Knight_Otu says, "That's a convenient find."
Knight_Otu says (to ClubFloyd), "x lantern" 		
CF ] Calefactory 		
CF | > 		
CF | > X LANTERN 		
CF | 		
CF | A phylactery cathode in a glass-and-iron housing. It glitters with the 		
CF | cold light of the bound aurora within. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pipes" 		
CF ] Calefactory 		
CF | > 		
CF | > X PIPES 		
CF | 		
CF | Gnarled, unrecognizable shapes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search them" 		
CF ] Calefactory 		
CF | > 		
CF | > SEARCH THEM 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "I assume we entered via the chute and we're not leaving that way."
		Knight_Otu says, "Likely."
Knight_Otu says (to ClubFloyd), "x chute" 		
CF ] Calefactory 		
CF | > 		
CF | > X CHUTE 		
CF | 		
CF | It doesn't look like climbing back up is an option. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Calefactory 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A forbidding slab of metal. It looks like the wheel nearby will open 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wheel" 		
CF ] Calefactory 		
CF | > 		
CF | > X WHEEL 		
CF | 		
CF | A rusted hydraulic wheel. 		
CF | 		
CF | > 		DavidW asks, "Can we take the lantern?"
Knight_Otu says (to ClubFloyd), "take lantern" 		
CF ] Calefactory 		
CF | > 		
CF | > TAKE LANTERN 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		DavidW says, "okay, then."
		Knight_Otu says, "Yeah, I thought we had it."
Knight_Otu says (to ClubFloyd), "x marks" 		
CF ] Calefactory 		
CF | > 		
CF | > X MARKS 		
CF | 		
CF | Darkness billows from the walls and scars the ground. 		
CF | 		
CF | > 		DavidW says, "I assume darkness ahead."
		DavidW asks, "So, I guess, turn the wheel?"
		Knight_Otu says, "Yeah, probably."
Knight_Otu says (to ClubFloyd), "turn wheel" 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | You grip the wheel and turn with all your might. There is a groaning, 		
CF | a painful screeching sound, as rust cracks and crumbles from the base 		
CF | of the handle. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Calefactory 		
CF | of the handle.The blast door grinds open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Service Hallway 		
CF | Something is off about this creaking hall, this bending passage that 		
CF | seems to fold inward. The pipes pass in and out of shadow, traced by 		
CF | your lantern-light, writ large in the cold gray darkness. 		
CF | 		
CF | To the east is the blast door you emerged from. To the north, the hall 		
CF | widens and distends. 		DavidW says, "yeah, enjoy pushing space a lot"
DavidW pushes the green 'space' button. 		
CF | widens and distends.And there is something -- something 		
CF | moving there -- 		Knight_Otu says, "Yeah. That'll be a lot of space for a fantasy world."
DavidW pushes the green 'space' button. 		
CF ] Service Hallway 		
CF | moving there --No. Gone. It's gone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pipes" 		
CF ] Service Hallway 		
CF | > 		
CF | > X PIPES 		
CF | 		
CF | The pipes are parallel. The pipes intersect. 		
CF | 		
CF | > 		DavidW says, "Wizards... In ... Spaaaaaaaace!"
Knight_Otu says (to ClubFloyd), "x hall" 		
CF ] Service Hallway 		
CF | > 		
CF | > X HALL 		
CF | 		
CF | You feel a little sick, as though whatever is affecting the hallway is 		
CF | also affecting you. 		
CF | 		
CF | > 		Knight_Otu says, "Alchemists, but yeah."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Belowstairs 		
CF | The floor falls away here. The path is shredded and broken. In another 		
CF | time this might have been the servants' quarters: the remains of 		
CF | furniture and domestic objects are strewn across this distorted space. 		
CF | But the seams of reality are showing, and an otherworldly pulsing 		
CF | darkness seeps forth that makes your eyes throb. 		
Knight_Otu pushes the green 'space' button. 		
CF | darkness seeps forth that makes your eyes throb.You've seen places 		
CF | like this before. When the magical foundations of a building are 		
CF | damaged, it tears the fabric of the world, exposing the irrational 		
CF | dimensions that lie beyond. And things crawl through the 		
CF | cracks that are not quite alive. 		
Knight_Otu pushes the green 'space' button. 		
CF | cracks that are not quite alive.You'd best not linger here. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Belowstairs 		
CF | cracks that are not quite alive.You'd best not linger here.The service 		
CF | hallway lies south. East you see the door to a service lift, and 		
CF | beside it, a hydraulic wheel. 		
CF | 		
CF | > 		Knight_Otu says, "Well now I'm tempted to z a little."
Knight_Otu says (to ClubFloyd), "x furniture" 		
CF ] Belowstairs 		
CF | > 		
CF | > X FURNITURE 		
CF | 		
CF | The laws of nature are tattered here. Abused. 		
CF | 		
CF | You hear things stirring in the darkness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x life" 		
CF ] Belowstairs 		
CF | > 		
CF | > X LIFE 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lift" 		
CF ] Belowstairs 		
CF | > 		
CF | > X LIFT 		
CF | 		
CF | The lights are still flickering. It might be your way out of here. 		
CF | 		
CF | The noises are growing louder. Claws and legs are creeping into the 		
CF | light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter it" 		
CF ] Belowstairs 		
CF | > 		
CF | > ENTER IT 		
CF | 		
CF | The door is closed. The nearby wheel seems to be the only way to open 		
CF | it. 		
CF | 		
CF | Limbs scratch at reality's seams. Eyes push through the stonework. 		
CF | Teeth float through the air, gnashing, approaching. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn wheel" 		
CF ] Belowstairs 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | You grip the wheel, and with incredible effort, turn it a couple of 		
CF | degrees. But the door is barely budging -- you suspect you will have 		
CF | to give the wheel a few more good heaves. 		
CF | 		
CF | They're very near now. They're all around you. They're brushing your 		
CF | neck, raking your back, pulling your hair, closing in, closing and you 		
CF | need to run or you will die -- 		
CF | 		
CF | > 		DavidW says, "I don't want to be eaten by mutant cockroaches today."
Knight_Otu says (to ClubFloyd), "enter lift" 		
CF | > 		
CF | > ENTER LIFT 		
CF | 		
CF | -- and before you can do anything else, anything, there is a thrust 		
CF | and an impact and a sudden, sudden coldness. 		
Knight_Otu pushes the green 'space' button. 		
CF | and an impact and a sudden, sudden coldness.Teeth are ripping into 		
CF | your skin. 		
Knight_Otu pushes the green 'space' button. 		
CF | your skin.It hurts. It hurts so much. Your eyes are tearing up. You 		
CF | can't think. You feel sick. You need to throw up -- 		
Knight_Otu pushes the green 'space' button. 		
CF ] Belowstairs 		
CF | can't think. You feel sick. You need to throw up -- 		
CF | 		
CF | *** Relief never comes *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to >restart, >restore a saved story, 		
CF | >quit, >undo the last command, or view the >help 		
CF | menu? 		
CF | > 		MoyTravis says, "Hmm."
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Belowstairs 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Belowstairs 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Belowstairs 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Belowstairs 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Belowstairs 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Belowstairs 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Belowstairs 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Belowstairs 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Belowstairs 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Belowstairs 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Belowstairs 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Belowstairs 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Service Hallway 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Service Hallway 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		DavidW says, "I think we'll need to move quicker, without dawdling."
		Knight_Otu says, "New plan - speedrun this room."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Belowstairs 		
CF | The floor falls away here. The path is shredded and broken. In another 		
CF | time this might have been the servants' quarters: the remains of 		
CF | furniture and domestic objects are strewn across this distorted space. 		
CF | But the seams of reality are showing, and an otherworldly pulsing 		
CF | darkness seeps forth that makes your eyes throb. 		MoyTravis says, "Turn wheel as soon as you - right."
Knight_Otu pushes the green 'space' button. 		
CF | darkness seeps forth that makes your eyes throb.You've seen places 		
CF | like this before. When the magical foundations of a building are 		
CF | damaged, it tears the fabric of the world, exposing the irrational 		
CF | dimensions that lie beyond. And things crawl through the 		
CF | cracks that are not quite alive. 		
Knight_Otu pushes the green 'space' button. 		
CF | cracks that are not quite alive.You'd best not linger here. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Belowstairs 		
CF | cracks that are not quite alive.You'd best not linger here.The service 		
CF | hallway lies south. East you see the door to a service lift, and 		
CF | beside it, a hydraulic wheel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn wheel" 		
CF ] Belowstairs 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | You grip the wheel, and with incredible effort, turn it a couple of 		
CF | degrees. But the door is barely budging -- you suspect you will have 		
CF | to give the wheel a few more good heaves. 		
CF | 		
CF | You hear things stirring in the darkness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn wheel" 		
CF ] Belowstairs 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | You grit your teeth and shift the wheel another couple of degrees... 		
CF | 		
CF | The noises are growing louder. Claws and legs are creeping into the 		
CF | light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn wheel" 		
CF ] Belowstairs 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | You squeeze your eyes shut and throw your weight into it. You can feel 		
CF | the wheel shifting, moving faster... 		
CF | 		
CF | Limbs scratch at reality's seams. Eyes push through the stonework. 		
CF | Teeth float through the air, gnashing, approaching. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn wheel" 		
CF ] Belowstairs 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | Your muscles are aching. Your palms are sweating. The door is opening. 		
CF | Just... a bit more... 		
CF | 		
CF | They're very near now. They're all around you. They're brushing your 		
CF | neck, raking your back, pulling your hair, closing in, closing and you 		
CF | need to run or you will die -- 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Service Hallway 		
CF | > 		
CF | > S 		
CF | 		
CF | You break and run for your life. 		
CF | 		
CF | Service Hallway 		
CF | Something is off about this creaking hall, this bending passage that 		
CF | seems to fold inward. The pipes pass in and out of shadow, traced by 		
CF | your lantern-light, writ large in the cold gray darkness. 		
CF | 		
CF | To the east is the blast door you emerged from. To the north, the hall 		
CF | widens and distends. 		
CF | 		
CF | You take a moment to catch your breath and collect your thoughts. It 		
CF | seems those creatures will attack if you stay in the next room for too 		
CF | long. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Belowstairs 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Belowstairs 		
CF | The floor falls away here. The path is shredded and broken. In another 		
CF | time this might have been the servants' quarters: the remains of 		
CF | furniture and domestic objects are strewn across this distorted space. 		
CF | But the seams of reality are showing, and an otherworldly pulsing 		
CF | darkness seeps forth that makes your eyes throb. 		
CF | 		
CF | The service hallway lies south. East you see the door to a service 		
CF | lift, and beside it, a hydraulic wheel. 		
CF | 		
CF | > 		MoyTravis asks, "Just keep turning?"
Knight_Otu says (to ClubFloyd), "turn wheel" 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | You scream as the wheel shifts suddenly. The service lift door opens. 		DavidW says, "yes"
		MoyTravis says, "Ooooooh."
Knight_Otu pushes the green 'space' button. 		
CF | You scream as the wheel shifts suddenly. The service lift door 		
CF | opens.You stumble into it, pushing past mandibles and slithering 		
CF | things, searching frantically for the control panel, hammering the 		
CF | rusted buttons as the aether-daemons close -- 		
Knight_Otu pushes the green 'space' button. 		
CF | rusted buttons as the aether-daemons close --The lift lurches. The 		
CF | door slams shut. There is a crack as a creature's limb is severed, and 		
CF | slides wetly to the floor. 		
Knight_Otu pushes the green 'space' button. 		
CF | slides wetly to the floor.You take a deep breath. 		
Knight_Otu pushes the green 'space' button. 		
CF | slides wetly to the floor.You take a deep breath.You stomp on the limb 		
CF | with your boot. You keep stomping until you can't distinguish the limb 		
CF | from the other smears on the metal. 		
Knight_Otu pushes the green 'space' button. 		
CF | from the other smears on the metal.And at last you dare to rest. 		
Knight_Otu pushes the green 'space' button. 		
CF | from the other smears on the metal.And at last you dare to rest. 		
CF | * * * 		DavidW says, "Meanwhile, in Canada ..."
		Knight_Otu says, "Not sure if we could have kept turning the wheel and be safe, but maybe."
Knight_Otu pushes the green 'space' button. 		
CF ] Service Lift 		
CF | * * *## Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		MoyTravis says, "It reads like you were supposed to."
		Knight_Otu says, "Maybe, yes."
Knight_Otu says (to ClubFloyd), "x lift" 		
CF ] Service Lift 		
CF | > 		
CF | > X LIFT 		
CF | 		
CF | Thank the Primes that this thing worked when it did. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Service Lift 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Do you mean going west (to the kitchen) or going east (to the 		
CF | scullery)? 		
CF | 		
CF | > 		Knight_Otu asks, "Right. West, east?"
Roger has arrived. 		Knight_Otu says, "Hey Roger."
		DavidW says, "Try east first."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Scullery 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | A rickety ladder leans against the wall, providing access to the 		
CF | pitch-black shaft. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shaft" 		
CF ] Scullery 		
CF | > 		
CF | > X SHAFT 		
CF | 		
CF | It appears to be the maintenance access for the service lift. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flies" 		
CF ] Scullery 		
CF | > 		
CF | > X FLIES 		
CF | 		
CF | They nest here, feeding, multiplying. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cobwebs" 		
CF ] Scullery 		
CF | > 		
CF | > X COBWEBS 		
CF | 		
CF | Spiderwebs crisscross this place. They are caught in the light of your 		
CF | animus lantern; they insinuate themselves among your clothes and hair. 		
CF | 		
CF | > 		DavidW says, "hm. Maybe west should've been our choice."
		DavidW says, "If this is our escape route, then the kitchen will have the tools we need to succeed."
		Knight_Otu says, "I suppose we'll need both directions anyway."
Knight_Otu says (to ClubFloyd), "x ladder" 		
CF ] Scullery 		
CF | > 		
CF | > X LADDER 		
CF | 		
CF | A long wooden ladder, worn from repeated use. Right now, it leans 		
CF | against the wall and provides access to the maintenance shaft. 		
CF | 		
CF | > 		MoyTravis asks, "Climb it? or just "up"?"
		DavidW asks, "uh, 'right now'?"
Knight_Otu says (to ClubFloyd), "look in shaft" 		
CF ] Scullery 		
CF | > 		
CF | > LOOK IN SHAFT 		
CF | 		
CF | That's too far away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "take ladder" 		
CF ] Scullery 		
CF | > 		
CF | > TAKE LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW asks, "Is this ladder portable?"
		DavidW says, "I see."
		Knight_Otu exclaims, "It is!"
		DavidW says, "well, well, well."
Knight_Otu says (to ClubFloyd), "drop ladder" 		
CF ] Scullery 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | You prop the ladder up so that it leads to the pitch-black shaft. 		
CF | 		
CF | > 		DavidW says, "If we find a chasm, that's our bridge."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Hoistway Access 		
CF | > 		
CF | > U 		
CF | 		
CF | You squeeze into the shaft... 		
CF | 		
CF | Hoistway Access 		
CF | It is cramped and dark and hard to move. You are prone on your elbows, 		
CF | wedged between unfeeling bricks, and your eyes hurt from the too-close 		
CF | lantern-light. 		
CF | 		
CF | The scullery is below. 		
CF | 		
CF | Engraved before you are the glyphs that conduct the galvanism of the 		
CF | service lift, and barely -- just barely -- keep it from plummeting 		
CF | away into the abyss. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x glyphs" 		
CF ] Hoistway Access 		
CF | > 		
CF | > X GLYPHS 		
CF | 		
CF | The glyphs are worn and decrepit. A few scratches from your scalpel, 		
CF | and the lift would become a deathtrap for the unwary. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Knight_Otu asks, "Is this a hint hint?"
		DavidW says, "yes"
		DavidW says, "it must be"
Knight_Otu says (to ClubFloyd), "scrape glyphs" 		
CF ] Hoistway Access 		
CF | > 		
CF | > SCRAPE GLYPHS 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "scratch glyphs" 		
CF ] Hoistway Access 		
CF | > 		
CF | > SCRATCH GLYPHS 		
CF | 		
CF | That would untether the service lift and turn it into a deathtrap. 		
CF | You're not sure that's quite warranted at the moment. 		
CF | 		
CF | > 		DavidW says, "'at the moment'"
		Knight_Otu says, "I mean, the assassin may come through the same way as us."
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Scullery 		
CF | > 		
CF | > D 		
CF | 		
CF | You drop down from the shaft. 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | A rickety ladder leans against the wall, providing access to the 		
CF | pitch-black shaft. 		
CF | 		
CF | You catch a glimpse of a spider in the corner of your vision. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x spider" 		
CF ] Scullery 		
CF | > 		
CF | > X SPIDER 		
CF | 		
CF | You don't know where the spider went. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " e" 		
CF ] Scullery 		
CF | > 		
CF | > E 		
CF | 		
CF | You can go up to the hoistway access or west to the service lift. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Service Lift 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x platform" 		
CF ] Service Lift 		
CF | > 		
CF | > X PLATFORM 		
CF | 		
CF | Thank the Primes that this thing worked when it did. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Abandoned Kitchen 		
CF | Light streams thinly here, between dirt-choked basins and dust-coated 		
CF | countertops. Your steps raise plumes of snowlike ash, which slither 		
CF | among your battered boots and cling to them. 		
CF | 		
CF | To the east is the service lift; to the south is a collapsed corridor. 		
CF | 		
CF | Nearby is a forlorn kitchen stool. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x basins" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > X BASINS 		
CF | 		
CF | You aren't keen on testing the plumbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x countertops" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > X COUNTERTOPS 		
CF | 		
CF | Covered in ash, perhaps. Or the castoffs of vermin. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ash" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > X ASH 		
CF | 		
CF | Cold white specks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x corridor" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > X CORRIDOR 		
CF | 		
CF | The shapes of the walls crumble, there. 		
CF | 		
CF | > 		DavidW says, "That stool must be important somehow."
Knight_Otu says (to ClubFloyd), "x stool" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > X STOOL 		
CF | 		
CF | A fragile thing, riddled with the marks of absent woodlice. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | You approach to get a better look and -- 		
Knight_Otu pushes the green 'space' button. 		
CF | You approach to get a better look and --She's there. 		
Knight_Otu pushes the green 'space' button. 		
CF | You approach to get a better look and --She's there.The 		
CF | assassin is there. She stalks the collapsed corridor, humming 		
CF | tunelessly, playing with the edge of her sword. She doesn't seem to 		
CF | have noticed you. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Abandoned Kitchen 		
CF | have noticed you.You step back for now. If you get her attention, 		
CF | you'd best have a plan to survive it. 		
CF | 		
CF | > 		Knight_Otu says, "Well, that I didn't expect."
		Knight_Otu asks, "I guess now we scratch the glyphs?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Service Lift 		
CF | > 		
CF | > E 		
CF | 		
CF | You slip away as silently as you can manage. 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Scullery 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | A rickety ladder leans against the wall, providing access to the 		
CF | pitch-black shaft. 		
CF | 		
CF | > 		DavidW asks, "well, I don't think quite yet?"
		Knight_Otu says, "Hm, true."
		DavidW says, "I think it's a timing thing, where we collapse the lift while the assassin is ON it."
		MoyTravis says, "Hmm."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf12" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Scullery 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "Which means letting her know we're here."
		MoyTravis says, "So, we yell, run through the lift, climb up the ladder (?) and scratch it? that seems...fraught."
		MoyTravis asks, "Doesn't that trap us on this side afterwards?"
Knight_Otu says (to ClubFloyd), "get ladder" 		
CF ] Scullery 		
CF | > 		
CF | > GET LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Service Lift 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | It occurs to you that if you were to put down the rickety ladder here, 		
CF | it would bridge the width of the service lift. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop ladder" 		
CF ] Service Lift 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | You place the ladder across the lift so that it bridges the gap 		
CF | between the doorways. 		
CF | 		
CF | > 		DavidW asks, "I think that's our escape route, isn't it?"
		Knight_Otu says, "I guess that's for later, yeah."
		DavidW says, "We can't reach the glyphs without the ladder."
Knight_Otu says (to ClubFloyd), "get ladder" 		
CF ] Service Lift 		
CF | > 		
CF | > GET LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Scullery 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop ladder" 		
CF ] Scullery 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | You prop the ladder up so that it leads to the pitch-black shaft. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shaft" 		
CF ] Scullery 		
CF | > 		
CF | > X SHAFT 		
CF | 		
CF | It appears to be the maintenance access for the service lift. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ladder" 		
CF ] Scullery 		
CF | > 		
CF | > GET LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Service Lift 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Abandoned Kitchen 		
CF | Light streams thinly here, between dirt-choked basins and dust-coated 		
CF | countertops. Your steps raise plumes of snowlike ash, which slither 		
CF | among your battered boots and cling to them. 		
CF | 		
CF | To the east is the service lift; to the south is a collapsed corridor. 		
CF | 		
CF | In the corridor, the assassin paces back and forth with languor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop ladder" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		DavidW asks, "what?"
		DavidW asks, "Do you think the stool is enough to reach the glyphs?"
		Knight_Otu says, "Whops."
		Knight_Otu says, "No, I was confused."
Knight_Otu says (to ClubFloyd), "get ladder" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > GET LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		MoyTravis asks, "I mean maybe though?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Service Lift 		
CF | > 		
CF | > E 		
CF | 		
CF | You slip away as silently as you can manage. 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Scullery 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop stool" 		
CF ] Scullery 		
CF | > 		
CF | > DROP STOOL 		
CF | 		
CF | You place the kitchen stool underneath the pitch-black shaft. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Scullery 		
CF | > 		
CF | > U 		
CF | 		
CF | There's no way you could fit in there carrying this ladder. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop ladder" 		
CF ] Scullery 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | You prop the ladder up so that it leads to the pitch-black shaft. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Hoistway Access 		
CF | > 		
CF | > U 		
CF | 		
CF | You squeeze into the shaft... 		
CF | 		
CF | Hoistway Access 		
CF | It is cramped and dark and hard to move. You are prone on your elbows, 		
CF | wedged between unfeeling bricks, and your eyes hurt from the too-close 		
CF | lantern-light. 		
CF | 		
CF | The scullery is below. 		
CF | 		
CF | Engraved before you are the glyphs that conduct the galvanism of the 		
CF | service lift, and barely -- just barely -- keep it from plummeting 		
CF | away into the abyss. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Scullery 		
CF | > 		
CF | > D 		
CF | 		
CF | You drop down from the shaft. 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | A rickety ladder and a kitchen stool provide access to the pitch-black 		
CF | shaft. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		MoyTravis says, "Stool is enough."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Service Lift 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Abandoned Kitchen 		
CF | Light streams thinly here, between dirt-choked basins and dust-coated 		
CF | countertops. Your steps raise plumes of snowlike ash, which slither 		
CF | among your battered boots and cling to them. 		
CF | 		
CF | To the east is the service lift; to the south is a collapsed corridor. 		
CF | 		
CF | In the corridor, the assassin paces back and forth with languor. 		
CF | 		
CF | > 		DavidW says, "I'm unsure."
		Knight_Otu asks, "So, now we yell, run to the glyphs, and hope for the best?"
		MoyTravis says, "Well it said on the last line - "A rickety ladder and a kitchen stool provide access...""
		MoyTravis says, "Save prolly."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf13" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Abandoned Kitchen 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "We gotta try it sometime. We can refine our plan if it goes wrong."
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > YELL 		
CF | 		
CF | Are you sure you want to get the assassin's attention? 		
CF | Please answer yes or no.> 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF | Please answer yes or no.> 		
CF | > YES 		
CF | 		
CF | 		
CF | You cry out. The assassin turns her head -- 		
Knight_Otu pushes the green 'space' button. 		
CF | You cry out. The assassin turns her head ---- her lips peel from a 		
CF | carnival of teeth -- 		
Knight_Otu pushes the green 'space' button. 		
CF | carnival of teeth --You break and run. The kitchen is a blur. You 		
CF | crash through the service lift -- send it lurching with your footfalls 		
CF | -- tear through the viscous cobwebs. All the while she gains, gains 		
CF | with impossible speed upon you, until -- 		
Knight_Otu pushes the green 'space' button. 		
CF | with impossible speed upon you, until --A dead end. A stone wall. 		
CF | There is nothing further this way; nowhere else you can hide. 		
Knight_Otu pushes the green 'space' button. 		
CF | There is nothing further this way; nowhere else you can hide.You don't 		
CF | know why you thought there would be. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Abandoned Kitchen 		
CF | know why you thought there would be. 		
CF | 		
CF | *** The end comes swiftly *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to >restart, >restore a saved story, 		
CF | >quit, >undo the last command, or view the >help 		
CF | menu? 		
CF | > 		MoyTravis says, "Hmm. Well. Okay, game."
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf13" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Abandoned Kitchen 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | You can go east to the service lift or south to the collapsed 		
CF | corridor. 		
CF | 		
CF | > 		MoyTravis says, "It didn't recognize our somewhat inept trap plan."
		DavidW asks, "Yell from the glyphs?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Service Lift 		
CF | > 		
CF | > E 		
CF | 		
CF | You slip away as silently as you can manage. 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] Service Lift 		
CF | > 		
CF | > YELL 		
CF | 		
CF | No. You have to keep your cool. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Scullery 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | A rickety ladder and a kitchen stool provide access to the pitch-black 		
CF | shaft. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "get ladder" 		
CF ] Scullery 		
CF | > 		
CF | > GET LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Service Lift 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop ladder" 		
CF ] Service Lift 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | You place the ladder across the lift so that it bridges the gap 		
CF | between the doorways. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Abandoned Kitchen 		
CF | Light streams thinly here, between dirt-choked basins and dust-coated 		
CF | countertops. Your steps raise plumes of snowlike ash, which slither 		
CF | among your battered boots and cling to them. 		
CF | 		
CF | To the east is the service lift; to the south is a collapsed corridor. 		
CF | 		
CF | In the corridor, the assassin paces back and forth with languor. 		
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 ] Abandoned Kitchen 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > YELL 		
CF | 		
CF | Are you sure you want to get the assassin's attention? 		
CF | Please answer yes or no.> 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF | Please answer yes or no.> 		
CF | > YES 		
CF | 		
CF | 		
CF | You cry out. The assassin turns her head -- 		
Knight_Otu pushes the green 'space' button. 		
CF | You cry out. The assassin turns her head ---- her lips peel from a 		
CF | carnival of teeth -- 		
Knight_Otu pushes the green 'space' button. 		
CF | carnival of teeth --You break and run. The kitchen is a blur. You 		
CF | crash through the service lift -- send it lurching with your footfalls 		
CF | -- tear through the viscous cobwebs. All the while she gains, gains 		
CF | with impossible speed upon you, until -- 		
Knight_Otu pushes the green 'space' button. 		
CF | with impossible speed upon you, until --A dead end. A stone wall. 		
CF | There is nothing further this way; nowhere else you can hide. 		
Knight_Otu pushes the green 'space' button. 		
CF | There is nothing further this way; nowhere else you can hide.You don't 		
CF | know why you thought there would be. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Abandoned Kitchen 		
CF | know why you thought there would be. 		
CF | 		
CF | *** The end comes swiftly *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to >restart, >restore a saved story, 		
CF | >quit, >undo the last command, or view the >help 		
CF | menu? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf14" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Abandoned Kitchen 		
CF | Ok. 		
CF | 		
CF | > 		Roger asks, "could we attract her attention from farther away?"
		Knight_Otu says, "Not it either."
		Knight_Otu says (to Roger), "Didn't seem so, but we can trry."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Service Lift 		
CF | > 		
CF | > E 		
CF | 		
CF | You slip away as silently as you can manage. 		
CF | 		
CF | Service Lift 		
CF | The lift has ground to a halt here, suspended between doorways. You 		
CF | are acutely aware of the creaking of the ancient mechanisms; the 		
CF | gentle cant of the platform within its cradle. 		
CF | 		
CF | To the west, the doorway opens up into a large kitchen, while to the 		
CF | east a cobwebbed scullery can be seen. 		
CF | 		
CF | A rickety ladder has been laid across the lift, neatly bridging the 		
CF | gap between the doorways. 		
CF | 		DavidW asks, "Cut the glyphs first then go to kitchen and yell?"
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Scullery 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. The lights of the service lift 		
CF | glow to the west. 		
CF | 		
CF | A kitchen stool has been placed under the pitch-black shaft, providing 		
CF | access. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Hoistway Access 		
CF | > 		
CF | > U 		
CF | 		
CF | You squeeze into the shaft... 		
CF | 		
CF | Hoistway Access 		
CF | It is cramped and dark and hard to move. You are prone on your elbows, 		
CF | wedged between unfeeling bricks, and your eyes hurt from the too-close 		
CF | lantern-light. 		
CF | 		
CF | The scullery is below. 		
CF | 		
CF | Engraved before you are the glyphs that conduct the galvanism of the 		
CF | service lift, and barely -- just barely -- keep it from plummeting 		
CF | away into the abyss. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] Hoistway Access 		
CF | > 		
CF | > YELL 		
CF | 		
CF | No. You have to keep your cool. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "scratch glyphs" 		
CF | > 		
CF | > SCRATCH GLYPHS 		
CF | 		
CF | You draw your scalpel from your pocket. You steel yourself, and with 		
CF | as much force as you can manage in these cramped quarters, gouge a 		
CF | scratch right through the center line -- 		
Knight_Otu pushes the green 'space' button. 		
CF | scratch right through the center line --A shock. You can feel 		
CF | enchantments disintegrating, unraveling around your fingers. You sense 		
CF | the lift grow heavy as its binding forces wither and fail. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Hoistway Access 		
CF | the lift grow heavy as its binding forces wither and fail.You scratch 		
CF | the glyphs a few more times. When you're finished, your scalpel is 		
CF | noticeably hotter. You clean the edge and let it cool before stowing 		
CF | it. You try not to think about the fact that you're plotting to murder 		
CF | someone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Scullery 		
CF | > 		
CF | > D 		
CF | 		
CF | You drop down from the shaft. 		
CF | 		
CF | Scullery 		
CF | Your footsteps squelch in this stale, cramped space. The cobwebs here 		
CF | glitter with moisture and silk-wrapped things. Flies flit through your 		
CF | lamp-light, disturbed by your movements, gathering on moldy plates and 		
CF | slime-encrusted piping. 		
CF | 		
CF | A pitch-black shaft gapes above you. Through the sabotaged lift to the 		
CF | west, you see the abandoned kitchen. 		
CF | 		
CF | A kitchen stool has been placed under the pitch-black shaft, providing 		
CF | access. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Abandoned Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | The ladder creaks as you crawl across it... 		
CF | 		
CF | Abandoned Kitchen 		
CF | Light streams thinly here, between dirt-choked basins and dust-coated 		
CF | countertops. Your steps raise plumes of snowlike ash, which slither 		
CF | among your battered boots and cling to them. 		
CF | 		
CF | To the east is the scullery, across the rickety ladder; to the south 		
CF | is a collapsed corridor. 		
CF | 		
CF | In the corridor, the assassin paces back and forth with languor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yell" 		
CF | > 		
CF | > YELL 		
CF | 		
CF | You cry out. The assassin turns her head -- 		
Knight_Otu pushes the green 'space' button. 		
CF | You cry out. The assassin turns her head ---- her lips peel from a 		
CF | carnival of teeth -- 		
Knight_Otu pushes the green 'space' button. 		
CF | carnival of teeth --You break and run. The kitchen is a blur. You 		
CF | crash through the service lift -- send it lurching with your footfalls 		
CF | -- tear through the viscous cobwebs. All the while she gains, gains 		
CF | with impossible speed upon you, until -- 		DavidW says, "no 'are you sure' this time"
		MoyTravis says, "Marid this assassin is definitely trying to murder you you should not feel bad about countermurder."
Knight_Otu pushes the green 'space' button. 		
CF | with impossible speed upon you, until ---- wood splinters -- 		
Knight_Otu pushes the green 'space' button. 		
CF | with impossible speed upon you, until ---- wood splinters ---- metal 		
CF | fails and reality turns. 		
Knight_Otu pushes the green 'space' button. 		
CF | fails and reality turns.The lift has been dislodged from its 		
CF | unnatural suspension. Its arcane skeins have entangled the assassin in 		
CF | their coils. Now, shackled again to the chains of gravitation, that 		
CF | whole unwieldy apparatus has begun to collapse, and the assassin has 		
CF | been caught up in its descent. 		
Knight_Otu pushes the green 'space' button. 		
CF | been caught up in its descent.Her smile falters. She tenses. Stops. 		
Knight_Otu pushes the green 'space' button. 		
CF | been caught up in its descent.Her smile falters. She tenses. Stops."I 		
CF | -- you -- what --" 		
Knight_Otu pushes the green 'space' button. 		
CF | -- you -- what --"She scrabbles desperately for purchase. 		
CF | Impossibly, her claws gouge into the stone. She grasps at your feet -- 		
Knight_Otu pushes the green 'space' button. 		
CF | Impossibly, her claws gouge into the stone. She grasps at your feet 		
CF | ---- digs into the flesh of your ankles -- you scream in pain 		
CF | -- 		
Knight_Otu pushes the green 'space' button. 		
CF | ---- and she slips. She slips. 		
Knight_Otu pushes the green 'space' button. 		
CF | ---- and she slips. She slips.It is enough. The machine has been set 		
CF | in motion. The cacophony, the wailing gnashing whirlwind, it takes her 		
CF | and bears her down -- bears her shrieking into the abyss where reality 		
CF | ends, where all things end and are consumed. 		
Knight_Otu pushes the green 'space' button. 		
CF | ends, where all things end and are consumed.And she is gone. 		
Knight_Otu pushes the green 'space' button. 		
CF | ends, where all things end and are consumed.And she is gone.You 		
CF | collapse there on the edge of the shaft, inches from empty space. You 		
CF | start to cry. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Collapsed Corridor 		
CF | 		
CF | 		
CF | Collapsed Corridor 		
CF | Your footsteps feel strangely heavy as you walk down this final hall. 		
CF | The dust -- your footfalls -- your heartbeat -- they throb in time 		
CF | with every breath. 		
CF | 		
CF | You can see the light just up ahead. Just a little further. To the 		
CF | south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf15" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Collapsed Corridor 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Knight_Otu says, "That's one assassin less."
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | You -- 		
Knight_Otu pushes the green 'space' button. 		
CF | You --You stumble a little. You pick yourself up, blink the fog out of 		
CF | your eyes. You don't feel quite so well at the moment. 		DavidW says, "So, now we just need to escape."
Knight_Otu pushes the green 'space' button. 		
CF | your eyes. You don't feel quite so well at the moment.Is that blood? 		
CF | Is it yours? 		
Knight_Otu pushes the green 'space' button. 		
CF ] Collapsed Corridor 		
CF | Is it yours?It doesn't matter. You can't stop now. You have to keep 		
CF | going. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | You take a wobbly step. 		
Knight_Otu pushes the green 'space' button. 		
CF | You take a wobbly step.And another. 		
Knight_Otu pushes the green 'space' button. 		
CF | You take a wobbly step.And another.Step by step, with agonizing 		
CF | certainty, you push onward. 		
Knight_Otu pushes the green 'space' button. 		
CF | certainty, you push onward.## Condemned Block 		
CF | You emerge into a sea of lights, of sweeping rain and hazy twinkling 		
CF | stars. The city of Furopolis rises all around you, and it has never 		
CF | been more beautiful nor a more welcome sight: you realize the light of 		
CF | the stars is rippling and wavering through your tears. 		
Knight_Otu pushes the green 'space' button. 		
CF | the stars is rippling and wavering through your tears.Why, then, are 		
CF | your feet so leaden, when the city is so close? 		
Knight_Otu pushes the green 'space' button. 		
CF | your feet so leaden, when the city is so close?Drenched, shivering, 		
CF | you make your way towards the gate that divides you from the world. 		
CF | Freedom is so close that you can taste it. There is a workman's access 		
CF | sealed by a thin padlock -- with trembling scalpel you press, and cut, 		
CF | and slowly separate the lock from its bonds... 		
Knight_Otu pushes the green 'space' button. 		
CF | and slowly separate the lock from its bonds...But the work will take 		
CF | an eternity, with this iron padlock, and this tiny blade. And your 		
CF | consciousness wavers and you are so, so tired. 		
Knight_Otu pushes the green 'space' button. 		
CF | consciousness wavers and you are so, so tired.No. You -- 		
Knight_Otu pushes the green 'space' button. 		
CF | consciousness wavers and you are so, so tired.No. You ---- you slump 		
CF | to your knees, the scalpel slipping from your fingers. It's growing 		
CF | cold, now. Harder to see. The pavement about you is flecked with 		
CF | something like blood or rainwater. 		
Knight_Otu pushes the green 'space' button. 		
CF | something like blood or rainwater.Perhaps you should take a rest. Just 		
CF | a short one. 		
Knight_Otu pushes the green 'space' button. 		
CF | a short one.You clasp your pendant to your heart and close your eyes. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Father's Laboratory 		
CF | 		
CF | 		
CF | Father's Laboratory 		
CF | There is a familiarity about this place, although you are rarely 		
CF | allowed inside. The aroma of your father's favorite tea mingles with 		
CF | that of ink-blotted corkboards and bubbling athanors; the alchemical 		
CF | lines, alight with power, swoop and soar above you into the rafters. 		
CF | 		
CF | Father is decanting a spirit at his workstation. 		
CF | 		
CF | > 		Knight_Otu says, "Flashback time, it seems."
		DavidW says, "yes"
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Father's Laboratory 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You're thirteen years old. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Father's Laboratory 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your clothes. On your person is nothing of importance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x corkboards" 		
CF ] Father's Laboratory 		
CF | > 		
CF | > X CORKBOARDS 		
CF | 		
CF | The markings writhe and change, never quite coalescing into formulae. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x athanors" 		
CF ] Father's Laboratory 		
CF | > 		
CF | > X ATHANORS 		
CF | 		
CF | A foreboding heat emanates from the furnaces. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lines" 		
CF ] Father's Laboratory 		
CF | > 		
CF | > X LINES 		
CF | 		
CF | (the soaring laboratory rafters) 		
CF | They're too bright. 		
CF | 		
CF | > 		DavidW asks, "talk to father?"
Knight_Otu says (to ClubFloyd), "x father" 		
CF ] Father's Laboratory 		
CF | > 		
CF | > X FATHER 		
CF | 		
CF | He's still alive. Lively. Warm. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to father" 		
CF ] Father's Laboratory Talking to Father 		
CF | > 		
CF | > TALK TO FATHER 		
CF | 		
CF | 		
CF | 1) "How are you alive?" 		
CF | 2) "I love you." 		
CF | 3) "Please come back." 		
CF | 		
CF | > 		Knight_Otu asks, "2? 3?"
		DavidW says, "any"
		MoyTravis asks, "Either?"
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Father's Laboratory Talking to Father 		
CF | > 		
CF | > 2 		
CF | 		
CF | Tears well up in your eyes. You blink them back, but they keep coming. 		
CF | 		
CF | "I love you." 		
CF | 		
CF | He turns around and smiles. He's so young. You'd almost forgotten his 		
CF | face. 		
CF | 		
CF | 1) "I missed you so much." 		
CF | 2) "Don't do this to me." 		
CF | 3) "Don't leave me again." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Father's Laboratory Talking to Father 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Don't -- don't --" 		
CF | 		
CF | You can't do this. You choke. Your hands are trembling. 		
CF | 		
CF | Father's eyes soften. "Is something wrong?" 		
CF | 		
CF | 1) "Father, you have to listen to me." 		
CF | 2) "Please listen to me." 		
CF | 3) "You have to run while you still can." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Father's Laboratory Talking to Father 		
CF | > 		
CF | > 1 		
CF | 		
CF | "F-Father. You have to listen to me. Please..." 		
CF | 		
CF | He's not listening. The power lines have surged. A thump rocks the 		
CF | laboratory -- flames are licking at the lids of the athanors, and 		
CF | smoke is starting to fill the room. 		
CF | 		
CF | "Marid..." he breathes. 		
CF | 		
CF | 1) "Please..." 		
CF | 2) <Grab his hand.> 		
CF | 3) <Cry.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You reach out, but it is already too late. 		
CF | 		
CF | You've had this dream a thousand times. Each time, it ends the same 		
CF | way. Each time, you are powerless to prevent it. 		
Knight_Otu pushes the green 'space' button. 		
CF | way. Each time, you are powerless to prevent it.The athanor closest to 		
CF | your father explodes. Glass shatters. A plume of fire erupts, and both 		
CF | of you are thrown back from the blast -- you are dimly aware of 		
CF | porcelain pieces, scattered across the desk, shimmering in the intense 		
CF | heat. 		
Knight_Otu pushes the green 'space' button. 		
CF | heat.Your father is calling your name. You see him then: bleeding out, 		
CF | barely recognizable. Another beaker falls to the floor and shatters. 		
CF | You can't breathe -- you force yourself up, unsteady, tottering 		
CF | towards your father, toward the flames... 		
Knight_Otu pushes the green 'space' button. 		
CF | towards your father, toward the flames..."Marid, go!" he screams. 		
CF | "Just go! Run! Get help... get help... g..." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Father's Laboratory 		
CF | "Just go! Run! Get help... get help... g..."His words are stolen away. 		
CF | They vanish with him in the smoke and the fire. You feel yourself 		
CF | slipping away -- feel the world buckling and crashing around you, as 		
CF | you stumble amidst the twisted metal and the ash -- 		
Knight_Otu pushes the green 'space' button. 		
CF | you stumble amidst the twisted metal and the ash ---- excruciating 		
CF | pain -- 		
Knight_Otu pushes the green 'space' button. 		
CF | pain ---- and then a long 		
Knight_Otu pushes the green 'space' button. 		
CF | pain ---- and then a long dark 		
Knight_Otu pushes the green 'space' button. 		
CF | pain ---- and then a long dark silence. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | Your senses return in fragments and echoes. 		
Knight_Otu pushes the green 'space' button. 		
CF | Your senses return in fragments and echoes.Something cold and numbing 		
CF | is pressed to your lips. You awaken -- you cough up dust, your parched 		
CF | throat cracking from the exertion. Standing over you, in the darkness, 		
CF | is a woman all in white. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Talking to the woman in white 		
CF | is a woman all in white. 		
CF | 		
CF | 1) "Where is my father?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Talking to the woman in white 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Where... where is my father?" you ask weakly. 		
CF | 		
CF | The woman looks away. 		
CF | 		
CF | "Hush," she replies. "Don't exert yourself." 		
CF | 		
CF | 1) "Are you going to take me to see him?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Are you going to take me to see him?" 		
CF | 		
CF | She doesn't respond. Not for a while. Instead she kneels and places a 		
CF | hand upon your cheek, inspecting you like a broken sculpture. Her face 		
CF | is a mask, tattooed and impossible to read -- and you find that you 		
CF | know it well. 		
Knight_Otu pushes the green 'space' button. 		
CF | know it well.After all, the face is your own. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Talking to yourself 		
CF | know it well.After all, the face is your own."It's time," the other 		
CF | you says. "It's time to go." 		
CF | 		
CF | 1) "Where are we going?" 		
CF | 2) "Who are you?" 		
CF | 3) "I'm not ready." 		
CF | 		
CF | > 		DavidW says, "The woman in white is Our Death."
Knight_Otu says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I'm... I'm not ready..." 		
CF | 		
CF | She stands up -- and so do you. The ruins of your father's laboratory 		
CF | flicker, fade, and collapse into ash; it piles among your feet with 		
CF | the skeletons of your past. 		
CF | 		
CF | "You're free now, Marid," your other self says. "You've suffered 		
CF | enough. It's time to move on." 		
Knight_Otu pushes the green 'space' button. 		
CF | enough. It's time to move on."And she points up -- up into the great 		
CF | aether, where the sparks of countless souls twinkle like stars. 		MoyTravis says, "Oh, I haven't thought about that book series in...ages."
Knight_Otu pushes the green 'space' button. 		
CF ] Talking to yourself 		
CF | aether, where the sparks of countless souls twinkle like stars.You 		
CF | imagine that your father is among them. 		
CF | 		
CF | 1) <Gaze at the stars.> 		
CF | 2) "You're taking me away." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Talking to yourself 		
CF | > 		
CF | > 1 		
CF | 		
CF | You watch the stars. In this time outside of time, you watch. 		
CF | 		
CF | There is a beauty to the movement of the world; to the movement of the 		
CF | souls that orbit it. You remember where you've seen it before: an 		
CF | eternity ago, in Doctor Cavala's surgery room, you caught a glimpse of 		
CF | that animic light. 		
CF | 		
CF | But here, now, the light washes over you, and you feel yourself being 		
CF | drawn to it like a river to the sea. 		
CF | 		
CF | 1) "You're taking me away." 		
CF | 2) "I want to go..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Talking to yourself 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You're taking me away," you say. 		
CF | 		
CF | She nods. You feel a chill run down your spine. 		
CF | 		
CF | 1) "I want to go..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I want to go," you admit. "I want to leave it all behind..." 		
CF | 		
CF | You lower your gaze. Your other self is silent. 		
Knight_Otu pushes the green 'space' button. 		
CF | You lower your gaze. Your other self is silent."...But I can't. I 		
CF | can't go. Not like this." 		
Knight_Otu pushes the green 'space' button. 		
CF | can't go. Not like this."The animic light bears down upon you, harsh, 		
CF | questioning. It is difficult to stand beneath its weight -- to stand 		
CF | tall before the jury of numberless eyes. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Talking to yourself 		
CF | tall before the jury of numberless eyes.Your other self cocks her 		
CF | head. "Why?" 		
CF | 		
CF | 1) "It's not just about me..." 		
CF | 2) "I need to know..." 		
CF | 3) "I'm not done yet..." 		
CF | 		
CF | > 		Knight_Otu asks, "1?"
		DavidW says, "any"
		MoyTravis says, "Any."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "...It's not just about me." 		
CF | 		
CF | You remember those moments, frozen in time and etched in memory. 		
CF | Laughing with Horatio on the Via Terminalis. Consoling Zoiro about his 		
CF | brother's death. 		
Knight_Otu pushes the green 'space' button. 		
CF | brother's death."I'm caught up in something. I -- I don't know what. 		
CF | But I know that it's big. Bigger than all of us. And it's going to 		
CF | touch the lives of a hundred more, or a thousand more, before it ends. 		
Knight_Otu pushes the green 'space' button. 		
CF | touch the lives of a hundred more, or a thousand more, before it 		
CF | ends."And... and maybe for the first time in my life... I can do 		
CF | something. To save them. To make a difference. And... and I..." 		
Knight_Otu pushes the green 'space' button. 		
CF | something. To save them. To make a difference. And... and I..."You 		
CF | look at your other self, trying desperately not to cry. And she looks 		
CF | at you. 		
Knight_Otu pushes the green 'space' button. 		
CF | at you.And her eyes are alight with white fire. 		
Knight_Otu pushes the green 'space' button. 		
CF | at you.And her eyes are alight with white fire."Vive," she 		
CF | commands. "Vide." 		
Knight_Otu pushes the green 'space' button. 		
CF | commands. "Vide."And you feel yourself rising up, up into the 		
CF | lights, and you gasp for air, and you breathe, and you see -- 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | D A Y T H R E E 		Knight_Otu says, "Live, and See, I believe."
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Day Three 		
CF | 		
CF | -- you jolt awake, shuddering, blinking, coughing. Everything feels 		
CF | heavy. A pair of hands grips your shoulders, steadies you. 		
Knight_Otu pushes the green 'space' button. 		
CF | heavy. A pair of hands grips your shoulders, steadies you."Is she 		
CF | awake?" a voice breathes. Doctor Cavala's voice. 		
Knight_Otu pushes the green 'space' button. 		
CF | awake?" a voice breathes. Doctor Cavala's voice."Yes," comes the 		
CF | reply. Then again, closer: "Marid? Can you hear me?" 		
Knight_Otu pushes the green 'space' button. 		
CF | reply. Then again, closer: "Marid? Can you hear me?"You close and open 		
CF | your eyes. There are strange patterns, echoes, swirling in your 		
CF | vision, infinitely long, and it hurts to see. It hurts to 		
CF | see... 		
Knight_Otu pushes the green 'space' button. 		
CF | see...You slip back into unconsciousness. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Day Three 		
CF | 		
CF | 		
CF | "...stabilizing..." 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		DavidW says, "'Once I'm sure you're okay, I'm gonna yell at you.'"
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Day Three 		
CF | 		
CF | 		
CF | Lights. You see lights. 		
Knight_Otu pushes the green 'space' button. 		
CF | Lights. You see lights.You force your heavy eyelids to open. You're 		
CF | staring at the ceiling of Doctor Cavala's clinic. From the shadows it 		
CF | must be afternoon, around the time of your usual lunch break. But 		
CF | there's something off about the color of the light. Something strange. 		Knight_Otu exclaims, "Hey now, what did I do?!"
Knight_Otu pushes the green 'space' button. 		
CF | there's something off about the color of the light. Something 		
CF | strange."Doctor?" you croak through parched lips. 		
Knight_Otu pushes the green 'space' button. 		
CF | strange."Doctor?" you croak through parched lips."Marid!" a voice 		
CF | exclaims. "Thank the Primes..." 		
CF | 		
CF | A shadow falls across you; a hand grips your wrist close. You turn 		
CF | your head to see the smiling face of Doctor Justinian. 		
Knight_Otu pushes the green 'space' button. 		
CF | your head to see the smiling face of Doctor Justinian.Wha -- what -- 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Justinian 		
CF | your head to see the smiling face of Doctor Justinian.Wha -- what -- 		
CF | 1) <Panic.> 		
CF | 2) "Doctor Justinian?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "D-Doctor Justinian?" 		
CF | 		
CF | "Thank the Primes." He's checking your pulse now, leaning in to 		
CF | examine your eyes. Your gazes meet for a second, and his irises are 		
CF | fiery and alive and close. 		
Knight_Otu pushes the green 'space' button. 		
CF | fiery and alive and close.You take a few deep breaths, trying 		
CF | to compose yourself. Neither of you speaks for a moment. 		
Knight_Otu pushes the green 'space' button. 		
CF | to compose yourself. Neither of you speaks for a moment."I thought 		
CF | we'd lost you," he says at last. "The Vigiles found you bleeding out 		
CF | in the condemned block... I heard your door was broken down. 		
CF | It boggles my mind that anyone could do a thing like this -- 		
Knight_Otu pushes the green 'space' button. 		
CF | It boggles my mind that anyone could do a thing like this --"But what 		
CF | matters is that you're here now. You're safe." 		
Knight_Otu pushes the green 'space' button. 		
CF | matters is that you're here now. You're safe."There is a sound from 		
CF | the waiting chairs. You turn and see Doctor Cavala watching from her 		
CF | cot. Her throat is choked. Her eyes are red from crying. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Justinian 		
CF | cot. Her throat is choked. Her eyes are red from crying."You're safe," 		
CF | she breathes. "Marid, I'm sorry. I'm so, so sorry." 		
CF | 		
CF | 1) "Doctor Cavala?" 		
CF | 2) "...Thank you, Doctor Justinian. For saving me." 		
CF | 3) "How long was I out?" 		
CF | 4) "I was attacked by a mutant woman with a sword..." 		
CF | 5) "What's wrong with the color of the light?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Doctor Cavala?" 		
CF | 		
CF | She shakes her head. "I... I should have asked for a guard. A warding 		
CF | glyph. Something. I should have... I almost lost you, Marid. 		
CF | I... I let you down. I failed you." 		
Knight_Otu pushes the green 'space' button. 		
CF | I... I let you down. I failed you."You've never seen her like this 		
CF | before. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Justinian 		
CF | before."She's been like this since they brought you in," Doctor 		
CF | Justinian says quietly. "We'd best give her some time to herself." 		
CF | 		
CF | 1) "...Thank you, Doctor Justinian. For saving me." 		
CF | 2) "How long was I out?" 		
CF | 3) "I was attacked by a mutant woman with a sword..." 		
CF | 4) "What's wrong with the color of the light?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "...Thank you, Doctor Justinian," you tell him. "For... for saving 		
CF | me." 		
CF | 		
CF | He smiles. "You would have done the same for me." 		
CF | 		
CF | 1) "How long was I out?" 		
CF | 2) "I was attacked by a mutant woman with a sword..." 		
CF | 3) "What's wrong with the color of the light?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How long was I out?" 		
CF | 		
CF | Doctor Justinian checks his pocket watch. "The guards found you lying 		
CF | in the rain... seven hours ago? You've been fading in and out ever 		
CF | since. You were deathly pale then, even paler than you normally are... 		
CF | it's a good thing I got to you in time." 		
CF | 		
CF | 1) "I was attacked by a mutant woman with a sword..." 		
CF | 2) "What's wrong with the color of the light?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I was attacked by a mutant woman with a sword. The same person who 		
CF | broke in here the other night..." 		
CF | 		
CF | He nods grimly. "The Vigiles told me everything. Her name is Carnicer 		
CF | -- she's a hired assassin. The Greater Corindia Trading Company pays 		
CF | her to do its dirty work. But don't worry -- we've called in all the 		
CF | guards we can muster to protect you and Doctor Cavala." 		
CF | 		
CF | 1) "Carnicer is dead. I killed her in self-defense." 		
CF | 2) "Do you think the Trading Company is behind this?" 		
CF | 3) "What's wrong with the color of the light?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "...Carnicer is dead," you say. "I killed her in self-defense." 		
CF | 		
CF | "...Oh." Doctor Justinian blinks. "Well. I'm sure the captain will be 		
CF | glad to hear it. Still, you should remain here in case your enemies 		
CF | send someone else." 		
CF | 		
CF | 1) "Do you think the Trading Company is behind this?" 		
CF | 2) "What's wrong with the color of the light?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Do you think the Trading Company is behind this?" 		
CF | 		
CF | He sighs. "Perhaps. Perhaps someone within the Company... but it's not 		
CF | my job to speculate. And you definitely shouldn't be doing any 		
CF | investigating in your current state." 		
CF | 		
CF | 1) "What's wrong with the color of the light?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You try to focus on the light. It's out of place somehow, both here 		
CF | and not here -- shimmering and scintillating in a way that makes your 		
CF | head spin. 		
CF | 		
CF | "What's wrong?" you mumble. "What's wrong with the color of the... 		
CF | the..." 		
Knight_Otu pushes the green 'space' button. 		
CF | the..."Your breath catches in your throat. Your brain refuses to 		
CF | comprehend what you are seeing. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Justinian 		
CF | comprehend what you are seeing."Marid?" Justinian asks. 		
CF | 		
CF | 1) <Wrench your eyes shut.> 		
CF | 2) "I have to go." 		
CF | 		
CF | > 		DavidW asks, "Did we gain a superpower?"
		Knight_Otu asks, "Maybe?"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | You close your eyes, but the image does not fade. 		
CF | 		
CF | It lingers. 		
CF | 		
CF | 1) "I have to go." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I -- I have to go." 		
CF | 		
CF | "Hold on --" 		DavidW says, "The 'Vide' might mean we're Seeing more than normal."
		Knight_Otu says, "Yeah, it seems that way."
Knight_Otu pushes the green 'space' button. 		
CF | "Hold on --"You get up despite your body's aches and protests. The 		
CF | world swirls around you, feels unreal. Justinian raises a hand but 		
CF | does not stop you. 		
Knight_Otu pushes the green 'space' button. 		
CF | does not stop you.And you see. You still see. In 		
CF | life as in death. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Day Three 		
CF | life as in death.## Clinic 		
CF | The light you see is not quite of this world. It does not originate 		
CF | from the fluorescent lamps. Yet it radiates still, engulfing this 		
CF | place, leaving its imprints in chair and counter and tile. 		
CF | 		
CF | A long shadow falls from the north, from the surgery room. 		
CF | 		
CF | Doctor Cavala and Justinian are staring at you in concern. Neither of 		
CF | them appears to have noticed anything. A calomel curtain leads north 		
CF | to the surgery room, stairs lead down to the mortuary, and the front 		
CF | door lies east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chair" 		
CF ] Clinic Day Three 		
CF | > 		
CF | > X CHAIR 		
CF | 		
CF | They're for waiting patients to sit on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x imprints" 		
CF ] Clinic Day Three 		
CF | > 		
CF | > X IMPRINTS 		
CF | 		
CF | It has no shape, and yet you see. 		
CF | 		
CF | > 		DavidW says, "I need to take a quick bathroom break. Continue playing and try not to die again."
		Knight_Otu says, "We see dead people. (Maybe.)"
		Knight_Otu says, "Well, I can't promise the not dying. Just ask the protagonist of Cragne Manor."
		MoyTravis says, "Well we did just have a near-death experience."
Knight_Otu says (to ClubFloyd), "planeswalk" 		
CF ] Clinic Day Three 		
CF | > 		
CF | > PLANESWALK 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		Knight_Otu says, "(Had to try it.)"
Knight_Otu says (to ClubFloyd), "x shadow" 		
CF ] Clinic Day Three 		
CF | > 		
CF | > X SHADOW 		
CF | 		
CF | It has no shape, and yet you see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x justinian" 		
CF ] Clinic Day Three 		
CF | > 		
CF | > X JUSTINIAN 		
CF | 		
CF | He returns your gaze uneasily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cavala" 		
CF ] Clinic Day Three 		
CF | > 		
CF | > X CAVALA 		
CF | 		
CF | Her eyes are red from crying. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Surgery Room Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | The curtain parts. 		
CF | 		
CF | Surgery Room 		
CF | You are in a cold cylindrical chamber, pulsing in a thousand 		
CF | dimensions illuminated from within. Dozens or hundreds of afterimages 		
CF | creep like specters at the edge of your vision. To the south, the exit 		
CF | is wreathed in calomel. 		
CF | 		
CF | A shimmering and fractured Reden sits upon the gurney. He looks at you 		
CF | with eyes that run black. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x reden" 		
CF ] Surgery Room Day Three 		
CF | > 		
CF | > X REDEN 		
CF | 		
CF | He is cracked but somehow whole. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to reden" 		
CF | > 		
CF | > TALK TO REDEN 		
CF | 		
CF | "H -- Hello?" 		
CF | 		
CF | Reden twitches, as though animated by a jolt of galvanism. Again. His 		
CF | empty eyes pivot in their sockets. He opens his mouth, but you can't 		
CF | quite make out the words... 		
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room Talking to Reden's animus 		
CF | quite make out the words...You feel a curling in your spine -- a 		
CF | beckoning to listen closer. 		
CF | 		
CF | 1) <Hesitate.> 		
CF | 2) <Listen closer.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " 2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You close your eyes and focus. The light of the real world vanishes -- 		
CF | but the other light, that light that permeates the boundary, 		
CF | remains. You hold on to that light and follow it like a thread... 		
Knight_Otu pushes the green 'space' button. 		
CF | remains. You hold on to that light and follow it like a thread...And 		
CF | the world shifts. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | ...broken... 		
CF | 		
CF | ...hurts... everywhere... 		
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room Talking to Reden's animus 		
CF | ...hurts... everywhere... 		
CF | 1) "Hello?" 		
CF | 2) "Reden?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Surgery Room Talking to Reden's animus 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Reden?" 		
CF | 		
CF | ...yes... 		
CF | 		
CF | 1) "How is it that I can speak with you?" 		
CF | 2) "You're breaking up..." 		
CF | 3) "Are you in pain?" 		
CF | 		
CF | > 		Knight_Otu says, "Ow."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Surgery Room Talking to Reden's animus 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How is it that I can speak with you?" 		
CF | 		
CF | ...must... be dead... 		
CF | 		
CF | ...didn't peg... for a chatty one... 		
CF | 		
CF | 1) "I'm not dead. At least, I don't think so." 		
CF | 2) "You're breaking up..." 		
CF | 3) "Are you in pain?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Surgery Room Talking to Reden's animus 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm not dead. At least, I don't think so." 		
CF | 		
CF | ... 		
CF | 		
CF | 1) "You're breaking up..." 		
CF | 2) "Are you in pain?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Surgery Room Talking to Reden's animus 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Are you in pain?" 		
CF | 		
CF | ...hurts... 		
CF | 		
CF | 1) "You're breaking up..." 		
CF | 2) "Is there any way I could help?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Surgery Room Talking to Reden's animus 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Is there any way I could help?" 		
CF | 		
CF | ... 		
CF | 		
CF | 1) "You're breaking up..." 		
CF | 2) "Doctor Cavala and I have been investigating your 		
CF | affliction..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Doctor Cavala and I have been investigating your affliction..." 		
CF | 		
CF | You do your best to explain what you've uncovered. You sense a 		
CF | presence following your train of thought, in bits and pieces, in 		
CF | half-remembered parts. 		
Knight_Otu pushes the green 'space' button. 		
CF | half-remembered parts....maybe... 		
Knight_Otu pushes the green 'space' button. 		
CF | half-remembered parts....maybe......find... where... 		
CF | caught... 		
Knight_Otu pushes the green 'space' button. 		
CF | caught......Chan... works... find... 		
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room Talking to Reden's animus 		
CF | caught......Chan... works... find... 		
CF | 1) "The Channelworks?" 		
CF | 		
CF | > 		DavidW says, "back"
		Knight_Otu says, "We may be semi-dead."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "The Channelworks?" 		
CF | 		
CF | ... 		
Knight_Otu pushes the green 'space' button. 		
CF | ...A vision assaults you. A canal splits and runs off. A 		
CF | sewer heaves with misery and regret. You sit and drink, waiting, 		
CF | waiting for an answer that will never come -- 		
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room Talking to Reden's animus 		
CF | waiting for an answer that will never come --It's gone as quickly as 		
CF | it arrived. 		
CF | 		
CF | 1) "I understand." 		
CF | 2) "I don't understand." 		
CF | 		
CF | > 		Knight_Otu asks, "Well, I understand that we should go to the sewer. Is that enough understanding?"
		MoyTravis says, "Yeah prolly."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Surgery Room Talking to Reden's animus 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I understand." 		
CF | 		
CF | ... 		
CF | 		
CF | 1) "I'll find the place in the vision. I'll find out what happened 		
CF | to you." 		
CF | 		
CF | > 		DavidW asks, "Additional info would be nice, though. Did he catch a fish or what?"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Surgery Room Talking to Reden's animus 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I -- I'll find the place in the vision. I'll find out what happened 		
CF | to you." 		
CF | 		
CF | ... 		
CF | 		
CF | 1) "I promise." 		
CF | 2) "Goodbye, Reden." 		
CF | 		
CF | > 		Knight_Otu says, "It's probably the wine again."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I promise." 		
CF | 		
CF | ... 		
Knight_Otu pushes the green 'space' button. 		
CF | ......thank you... 		
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room Talking to Reden's animus 		
CF | ......thank you... 		
CF | 1) "Goodbye, Reden." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Goodbye, Reden." 		
CF | 		
CF | ... 		
Knight_Otu pushes the green 'space' button. 		
CF | ...The current buoys you upward. The world shifts. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Surgery Room Day Three 		
CF | 		
CF | You return gradually to your senses. The cold glare of the surgery 		
CF | room envelops you. The shelves, the gurney, the curtain: these things 		
CF | fall into their rightful place, and your body of flesh and blood among 		
CF | them. 		
Knight_Otu pushes the green 'space' button. 		
CF | them.As your sense of self returns, you look instinctively to the 		
CF | center of the room -- but the ghostly Reden is nowhere to be seen. The 		
CF | gurney is empty. 		
Knight_Otu pushes the green 'space' button. 		
CF | gurney is empty.And yet... 		
Knight_Otu pushes the green 'space' button. 		
CF | gurney is empty.And yet...And yet you sense his presence. The pull of 		
CF | that other world still remains, inviting you to look beyond 		
CF | the curtain. Perhaps that other world was always here, and you only 		
CF | lacked the eyes to see it. 		
Knight_Otu pushes the green 'space' button. 		
CF | lacked the eyes to see it."Marid? Are you all right?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Justinian 		
CF | lacked the eyes to see it."Marid? Are you all right?"You turn. Doctor 		
CF | Justinian's brow is furrowed with worry. His eyes flicker between you 		
CF | and the empty gurney. 		
CF | 		
CF | 1) "I'm fine." 		
CF | 2) "I think I just had one of my hallucinations." 		
CF | 3) "I think I just saw a ghost." 		
CF | 		
CF | > 		Knight_Otu asks, "Shall we tell?"
		DavidW says, "I don't fully trust J."
		MoyTravis says, "I wanna see if he believes us."
		MoyTravis says, "Or he'll just be like "yah that's what a lotta folks who have near death experiences say" which, honestly, you know, not terribly unreasonable."
Knight_Otu says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I think I just saw a ghost." 		
CF | 		
CF | Justinian looks at you. "A ghost? Surely -- but you don't mean..." 		
Knight_Otu pushes the green 'space' button. 		
CF | Justinian looks at you. "A ghost? Surely -- but you don't mean...""I 		
CF | know what I said," you tell him. "I think... I think I spoke to a dead 		
CF | man. It felt too real to be a vision -- it wasn't like any 		
CF | hallucination I've ever experienced." 		MoyTravis says, "...wait or maybe people know about ghosts in Alchemical Rome."
Knight_Otu pushes the green 'space' button. 		
CF | hallucination I've ever experienced."Justinian falls silent. He opens 		
CF | and closes his mouth, unable to muster a reply. 		DavidW says, "I'm not so sure."
Knight_Otu pushes the green 'space' button. 		
CF | and closes his mouth, unable to muster a reply.As the two of you exit 		
CF | the surgery room, Doctor Cavala's eyes are on you. She reaches for 		
CF | your hand as you walk past. 		
Knight_Otu pushes the green 'space' button. 		
CF | your hand as you walk past."Marid," she murmurs. "If... If you're --" 		Roger says, "might be heretical"
Knight_Otu pushes the green 'space' button. 		
CF | your hand as you walk past."Marid," she murmurs. "If... If you're 		
CF | --"She's interrupted by footsteps approaching the doorway. You barely 		
CF | have time to look before the door swings open and a man in a gray coat 		
CF | barges in. 		
Knight_Otu pushes the green 'space' button. 		
CF | barges in."Justinian!" he rasps. "There you are. Just what have you 		
CF | been doing all morning? Do you know how much time you've cost the 		
CF | Court?" 		
Knight_Otu pushes the green 'space' button. 		
CF | Court?"Doctor Justinian stiffens. "Yes, of course, Doctor Serpens," he 		
CF | replies. "I wasn't aware that meetings took precedence over saving the 		
CF | life of a friend." 		
Knight_Otu pushes the green 'space' button. 		
CF | life of a friend."The man called Serpens narrows his eyes. "Don't get 		
CF | lippy with me, Justinian. This is not a 'meeting.' It's an emergency 		
CF | inquest from the Philosophers themselves. And mark my words, you'll 		
CF | have your hide strung up if you don't move your damn fool behind." 		
Knight_Otu pushes the green 'space' button. 		
CF | have your hide strung up if you don't move your damn fool 		
CF | behind."Doctor Justinian sighs and looks to you. "I'm sorry, Marid. 		
CF | We'll see each other again." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic 		
CF | We'll see each other again."They depart. A small group of Vigiles 		
CF | salutes the doctors as they exit, and escorts them down the street and 		
CF | out of sight. 		DavidW asks, "Who is Dr Serpens?"
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | out of sight.Beside you, Doctor Cavala shakes her head. "Doctor 		
CF | Serpens," she mumbles. "Twenty years on and still a curmudgeon." 		
CF | 		
CF | 1) "Who is Doctor Serpens?" 		
CF | 2) "You knew him, Doctor?" 		
CF | 3) "What was that he said about an emergency inquest?" 		
CF | 		
CF | > 		MoyTravis says, "lol the author predicted that."
		Knight_Otu says, "Well, turns out we can ask,"
		DavidW says, "hooray"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Who is Doctor Serpens?" you ask. 		
CF | 		
CF | "I'm surprised you haven't heard of him," she says. "He was... is... 		
CF | one of the foremost experts on physiology. A close rival of Doctor 		
CF | Arturus, back when they were both still practicing." 		
CF | 		
CF | 1) "You knew him, Doctor?" 		
CF | 2) "What was that he said about an emergency inquest?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You knew him, Doctor?" 		
CF | 		
CF | "Before your time," she says. "I apprenticed under him at the 		
CF | Valetudinarium. That was... twenty years ago? Before I 		
CF | enlisted..." 		
CF | 		
CF | 1) "What was that he said about an emergency inquest?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What was that he said about an emergency inquest?" 		
CF | 		
CF | Doctor Cavala stiffens. "Right. We... we haven't told you. Much has 		
CF | changed in the district while you were out. Take a look outside." 		
Knight_Otu pushes the green 'space' button. 		
CF | changed in the district while you were out. Take a look outside."She 		
CF | tilts her head at the door. You follow her gaze, and the shadows of 		
CF | soldiers can be seen through the glass. 		
Knight_Otu pushes the green 'space' button. 		
CF | soldiers can be seen through the glass."The death toll of the 		
CF | affliction has climbed into the hundreds," she says. "The entire 		
CF | district is in a -- a panic. Word has reached the higher-ups and 		
CF | martial law has been declared. There are Vigiles patrols, checkpoints 		
CF | in the streets... and the quarantine. 		Roger says, "dang, that was a load-bearing assasin"
		Knight_Otu says, "Darnit, you affliction."
Knight_Otu pushes the green 'space' button. 		
CF | in the streets... and the quarantine."No one can leave the district 		
CF | until a cure has been produced by the inquest, or until everyone up 		
CF | and down the canal is dead." 		DavidW says, "So we can't freely travel."
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | and down the canal is dead." 		
CF | 1) "Oh, Primes." 		
CF | 2) "What did you mean by checkpoints?" 		
CF | 3) "What about food and water? Or correspondence?" 		
CF | 4) "So this inquest is to find a cure for the affliction?" 		
CF | 5) "Didn't we establish that the deaths were murders, not a result 		
CF | of infection?" 		
CF | 6) "So what do we do now?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Oh, Primes." 		
CF | 		
CF | Doctor Cavala nods grimly. 		
CF | 		
CF | 1) "What did you mean by checkpoints?" 		
CF | 2) "What about food and water? Or correspondence?" 		
CF | 3) "So this inquest is to find a cure for the affliction?" 		
CF | 4) "Didn't we establish that the deaths were murders, not a result 		
CF | of infection?" 		
CF | 5) "So what do we do now?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What did you mean by checkpoints?" 		
CF | 		
CF | "The -- The Vigiles have divided the district into cells," she 		
CF | replies. "Do you remember the Golden Reckoning?" 		
CF | 		
CF | You rack your memory. "Now that you mention it, I remember something 		
CF | like that. Lots of walls and calomel curtains?" 		
CF | 		
CF | "It's the same system. Each section of the district has been 		
CF | partitioned off and quarantined. It's a way to forestall the spread of 		
CF | the disease until a cure is found." 		
Knight_Otu pushes the green 'space' button. 		
CF | the disease until a cure is found.""And no one is allowed to move 		
CF | between these cells?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | between these cells?""Very few can." Doctor Cavala sighs. "Doctor 		
CF | Justinian wasn't even supposed to be here. He's needed for the 		
CF | inquest, which is why Doctor Serpens made an exception for him. 		
CF | Magisterial fiat aside, not even I can pass through the checkpoints... 		
CF | and neither can you." 		
CF | 		
CF | 1) "What about food and water? Or correspondence?" 		
CF | 2) "So this inquest is to find a cure for the affliction?" 		
CF | 3) "Didn't we establish that the deaths were murders, not a result 		
CF | of infection?" 		
CF | 4) "So what do we do now?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What about food and water? Or correspondence?" 		
CF | 		
CF | "We can still receive packages from the rest of the city," Doctor 		
CF | Cavala says. "There's a crew of physickers at the tram station -- 		
CF | they're teleporting rations to each section of the district, to be 		
CF | distributed by the Vigiles. We can also pass along messages through 		
CF | the Vigiles network, though obviously nothing material can be sent 		
CF | out." 		
Knight_Otu pushes the green 'space' button. 		
CF | out."She pauses. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | out."She pauses."I... I've already asked Horatio to pass along my 		
CF | messages. If there's anyone outside the Channelwork District you want 		
CF | to contact, you should do so." 		
CF | 		
CF | 1) "So this inquest is to find a cure for the affliction?" 		
CF | 2) "Didn't we establish that the deaths were murders, not a result 		
CF | of infection?" 		
CF | 3) "So what do we do now?" 		
CF | 		
CF | > 		MoyTravis asks, "wait we have teleporters?"
		Knight_Otu says, "Magical alchemical world."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "So this inquest is to find a cure for the affliction?" 		
CF | 		
CF | "It is," Doctor Cavala replies. "A research station has been set up in 		
CF | Doctor Arturus's clinic. Doctor Serpens is the head of operations. I'd 		
CF | have recommended you, but after what happened..." 		
CF | 		
CF | 1) "Didn't we establish that the deaths were murders, not a result 		
CF | of infection?" 		
CF | 2) "So what do we do now?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Clinic Talking to Doctor Cavala 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Didn't we establish that the deaths were murders, not a result of 		
CF | infection?" 		
CF | 		
CF | She fixes you with a hard look. "Hypotheses can change, Marid. 		
CF | Hundreds have turned up dead. Whether this is an epidemic or a 		
CF | slaughter, measures have to be taken." 		
CF | 		
CF | 1) "So what do we do now?" 		
CF | 		
CF | > 		DavidW says, "Probably only some people have the skill to teleport anything."
		MoyTravis says, "The mixture of magic and, like, incredibly normal engineering is pretty eclectic."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "So what do we do now?" 		
CF | 		
CF | Doctor Cavala leans her head back. She closes her eyes, and for a 		
CF | terrible moment she looks like a corpse bereft of life. 		
Knight_Otu pushes the green 'space' button. 		
CF | terrible moment she looks like a corpse bereft of life."I don't know," 		
CF | she says. "I don't know." 		
Knight_Otu pushes the green 'space' button. 		
CF | she says. "I don't know."Her fingers twitch. Her voice cracks. 		
Knight_Otu pushes the green 'space' button. 		
CF | she says. "I don't know."Her fingers twitch. Her voice 		
CF | cracks."Honestly, Marid, there's nothing we can do. There's nothing 		
CF | either of us can do. All we can do is wait." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | either of us can do. All we can do is wait."You feel a cold pit in 		
CF | your stomach. 		
CF | 		
CF | 1) "Doctor? Are you all right?" 		
CF | 2) "You don't have any ideas?" 		
CF | 3) "I could go out there on your behalf, like last time." 		
CF | 		
CF | > 		MoyTravis exclaims, "We can see dead people, that's more'n enough to get this all sorted!"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Doctor? Are you --" 		
CF | 		
CF | "Marid," she says quietly. "I know what you're thinking. You want to 		
CF | go out there. Make a difference. Marid, you just recovered from a case 		
CF | of severe hypoxia. You shouldn't even be standing right now." 		DavidW says, "Maybe we can use the sewer system to get around. Maybe we can fly on a pigeon."
Knight_Otu pushes the green 'space' button. 		
CF | of severe hypoxia. You shouldn't even be standing right now."She 		
CF | chuckles bitterly, and sinks into her makeshift cot like a wretched 		
CF | leaden thing. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | leaden thing."You were dead, Marid," she says, very quietly. "Just 		
CF | moments ago, you were clinically dead on the tarp." 		
CF | 		
CF | 1) "What?" 		
CF | 2) "This isn't the time for jokes, Doctor." 		
CF | 3) <Say nothing.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You feel a chill down the back of your neck. "What?" 		
CF | 		
CF | "I told Justinian you were still in there." she says. "I was so scared 		
CF | -- I was so scared I'd watch your animus leave your body -- and I'd 		
CF | lose you again --" 		
Knight_Otu pushes the green 'space' button. 		
CF | lose you again --"Doctor Cavala chokes up, and begins to sob. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | lose you again --"Doctor Cavala chokes up, and begins to sob."Is it 		
CF | worth it?" she asks. "Is it worth it to risk your life like this? To 		
CF | gaze into death?" 		
CF | 		
CF | 1) "I'm not afraid of death..." 		
CF | 2) <Hesitate.> 		
CF | 		
CF | > 		MoyTravis asks, "#1?"
		Knight_Otu says, "I'm not afraid of death, I have the power of UNDO and RESTORE."
		DavidW says, "either"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | A fire rises up in you, a bile white and furious. The words come to 		
CF | mind like armaments of Truth. 		
Knight_Otu pushes the green 'space' button. 		
CF | mind like armaments of Truth."I'm not afraid of death," you tell her. 		
CF | "I've seen beyond the curtain." 		
Knight_Otu pushes the green 'space' button. 		
CF | "I've seen beyond the curtain."You look Doctor Cavala in the eye, and 		
CF | she returns your gaze with bated breath, with fearful wonder. 		
Knight_Otu pushes the green 'space' button. 		
CF | she returns your gaze with bated breath, with fearful wonder."I've 		
CF | gone to the other side," you say. "I clawed my way back. And I fought 		
CF | every bit of the way -- I fought my way back to the land of 		
CF | the living, Doctor -- because I realized something. 		
Knight_Otu pushes the green 'space' button. 		
CF | the living, Doctor -- because I realized something."I can't run any 		
CF | more. There's no running from this... this madness. That's why we have 		
CF | to face it. That's why we have to heal it. It's what we do. 		
Knight_Otu pushes the green 'space' button. 		
CF | to face it. That's why we have to heal it. It's what we 		
CF | do."Maybe you've forgotten what the point of everything is. Maybe the 		
CF | stress of it all has broken you. But I haven't broken. Not yet. And 		
CF | I'm going to get out there, and save lives, and find the truth. 		
Knight_Otu pushes the green 'space' button. 		
CF | I'm going to get out there, and save lives, and find the truth."It's 		
CF | what Father would have wanted." 		
Knight_Otu pushes the green 'space' button. 		
CF | what Father would have wanted."You take a deep breath. You feel blood 		
CF | seething and pounding in your temples. 		MoyTravis says, "I mean it seemed pretty okay, our death was a friendly lady. Which, apparently, the internet tells me that the deaths from the Golden Compass are all male? which uuuh. huh."
		DavidW says, "I've never read the Golden Compass."
		MoyTravis says, "...huh."
		MoyTravis says, "Huuuuuuuuuuuuuh."
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic Talking to Doctor Cavala 		
CF | seething and pounding in your temples.Doctor Cavala has fallen silent, 		
CF | and there are tears at the corners of her eyes. 		
CF | 		
CF | 1) <Hesitate.> 		
CF | 2) "I'm sorry..." <Leave her.> 		
CF | 		
CF | > 		DavidW says, "I've heard of it."
		MoyTravis asks, "Okay was "our death" a reference to something or just, like, convergant evolution, but death concepts?"
		DavidW says, "It was obvious."
		DavidW says, "I'm good at recognizing tropes, or something."
		MoyTravis asks, "Fair 'nuff. We gonna go now or...?"
		Knight_Otu says, "Sure."
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | In all your life, you have never come across a more terrible decision 		
CF | to make. Yet the more you have thought on it, the more the choice has 		
CF | become clear. It is the same choice you made when you applied to 		
CF | Doctor Cavala's clinic a lifetime ago. 		DavidW says, "I suppose it was partial the woman having our face, and partly me having read The Graveyard Book recently."
		DavidW says, "I also know Death from the Sandman series."
		Knight_Otu says, "Something similar happened in Photopia."
Knight_Otu pushes the green 'space' button. 		
CF | Doctor Cavala's clinic a lifetime ago."I'm sorry," you tell her. "This 		
CF | is what I have to do." 		
Knight_Otu pushes the green 'space' button. 		
CF | is what I have to do.""Marid --" 		
Knight_Otu pushes the green 'space' button. 		
CF | is what I have to do.""Marid --""I'll take care of myself. It'll all 		
CF | be fine. I promise." 		
Knight_Otu pushes the green 'space' button. 		
CF | be fine. I promise.""Marid --" 		DavidW says, "Okay, now Dr C should give us a new toy to use."
		Knight_Otu says, "Marid, my endoscope..."
Knight_Otu pushes the green 'space' button. 		
CF | be fine. I promise.""Marid --"Doctor Cavala reaches madly for 		
CF | you as you pull away. She tries to stand and almost falls out of her 		
CF | cot. 		
Knight_Otu pushes the green 'space' button. 		
CF | cot.Like a nurse subduing a patient, you push her back into her cot 		
CF | and draw a white blanket over her body. She stares at you with eyes 		
CF | like a terrified deer. You blink back tears. 		
Knight_Otu pushes the green 'space' button. 		
CF | like a terrified deer. You blink back tears."I'll be fine," you say, 		
CF | "I promise. And I promise you this: no one else has to die." 		
Knight_Otu pushes the green 'space' button. 		
CF | "I promise. And I promise you this: no one else has to die."Doctor 		
CF | Cavala has no words for you. She is quiet, whimpering, sobbing to 		
CF | herself like a child. It is almost too much for you to see her in this 		
CF | state. 		
Knight_Otu pushes the green 'space' button. 		
CF | state.So you do the only thing you can do. 		
Knight_Otu pushes the green 'space' button. 		
CF | state.So you do the only thing you can do.You turn around and place 		
CF | your hand on the door handle. With a final forlorn step, you leave 		
CF | everything behind. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis, West End Day Three 		
CF | 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a dead end of steel 		
CF | spires and buildings grasping fruitlessly at the sky. In the ceaseless 		
CF | rain, smears of animus-light weakly glow, winking in and out of 		
CF | existence like so many wandering souls. 		
CF | 		
CF | The dormitory block where you live lies to the north, and a gap 		
CF | between buildings hides an alley entrance to the south. 		
CF | 		
CF | The way east to the Via Terminalis has been barricaded by a Vigiles 		
CF | checkpoint. 		
CF | 		
CF | > 		DavidW asks, "I suppose check out our home first?"
		Knight_Otu asks, "Shall we see if we can talk to dead pigeons?"
		DavidW asks, "Maybe?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Dormitory Block Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dormitory Block 		
CF | Here is the faded arch, with its years of verdigris; here are the 		
CF | too-small atrium and the fountain at its center. All around above are 		
CF | innumerable domiciles, linked by crumbling stairs and divided by 		
CF | flimsy plaster walls. 		
CF | 		
CF | The public house is closed tonight, and your room appears to have been 		
CF | cordoned off with warning tape. You can only exit the building to the 		
CF | south. 		
CF | 		
CF | > 		Knight_Otu says, "Seems like neither."
		DavidW says, "well, drat"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Via Terminalis, West End Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Via Terminalis, West End 		
CF | You stand in the terminus of the Via Terminalis, a dead end of steel 		
CF | spires and buildings grasping fruitlessly at the sky. In the ceaseless 		
CF | rain, smears of animus-light weakly glow, winking in and out of 		
CF | existence like so many wandering souls. 		
CF | 		
CF | The dormitory block where you live lies to the north, and a gap 		
CF | between buildings hides an alley entrance to the south. 		
CF | 		
CF | The way east to the Via Terminalis has been barricaded by a Vigiles 		
CF | checkpoint. 		
CF | 		
CF | Some schoolgirls walk past, not meeting your eye. 		
CF | 		
CF | > 		DavidW asks, "That leaves the alleyway?"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Crooked Alley Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | You shuffle through the gap... 		
CF | 		
CF | Crooked Alley 		
CF | A thin, twisting thread that winds between buildings. Rubbish 		
CF | accumulates around pipes and corners, not quite blocking the smoking 		
CF | vents of underground distilleries. 		
CF | 		
CF | You can escape by a gap between buildings to the north or a hanging 		
CF | banner to the northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x vents" 		
CF ] Crooked Alley Day Three 		
CF | > 		
CF | > X VENTS 		
CF | 		
CF | The south wall of the alley is lined with fume-spewing vents. 		
CF | 		
CF | > 		DavidW asks, "ne?"
Knight_Otu says (to ClubFloyd), "x banner" 		
CF ] Crooked Alley Day Three 		
CF | > 		
CF | > X BANNER 		
CF | 		
CF | The banner is an advertisement for a night market, now three weeks out 		
CF | of date. You can't see much behind it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF | > 		
CF | > NE 		
CF | 		
CF | You duck under the banner... 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You drift through empty blood-vessel streets, a speck of white 		
CF | mingling with cobblestones ashen and black. In place of carriages and 		
CF | people, there are quarantine signs and body bags. The air rings with 		
CF | silence, and in it there is the foul creeping odor of something 		
CF | terrible afoot. 		
CF | 		
CF | You are trying to make out the end of the bridge in the rain, when -- 		
Knight_Otu pushes the green 'space' button. 		
CF | You are trying to make out the end of the bridge in the rain, when 		
CF | --"Marid?" 		
Knight_Otu pushes the green 'space' button. 		
CF | --"Marid?"-- you freeze. A voice echoes through the mist, anxious, 		
CF | painfully familiar in its concern. 		DavidW says, "Horatio"
Knight_Otu pushes the green 'space' button. 		
CF | painfully familiar in its concern.You look away. A young Vigile in a 		
CF | gas mask is pushing through the billowing rain. He's wiping raindrops 		
CF | from his lenses, struggling to make you out. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis, West Street Talking to Horatio 		
CF | from his lenses, struggling to make you out."Marid, is that you?" 		
CF | 		
CF | 1) "Horatio." 		
CF | 2) <Say nothing.> 		
CF | 		
CF | > 		Knight_Otu says, "Well, we shouldn't be here..."
		MoyTravis says, "He's already spotted us, game's up, may as well just talk to him."
		DavidW says, "He might bend to our PC aura."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Horatio." 		
CF | 		
CF | "Marid? Oh, Primes, what's happened to you?" 		
Knight_Otu pushes the green 'space' button. 		
CF | "Marid? Oh, Primes, what's happened to you?"Horatio's uniform is faded 		
CF | and a little ragged, and his natron-inlaid overcoat is ill-fitting. 		
CF | Rain pools in the crevices of his leather gloves as he takes your 		
CF | hand. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis, West Street Talking to Horatio 		
CF | hand."I thought you were with Doctor Cavala," he says. "I... She 		
CF | didn't..." 		
CF | 		
CF | 1) "Where were you?" 		
CF | 2) "I'm not with Doctor Cavala any more..." 		
CF | 3) "She's just sent me on an errand..." 		
CF | 		
CF | > 		MoyTravis says, "I vote for anything but lying about what we're doin'."
		Knight_Otu says, "2? It#s the truth."
		DavidW says, "mmhm"
		DavidW says, "I don't want to lie to Horatio either."
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I'm not with Doctor Cavala any more," you tell Horatio. "Things have 		
CF | changed." 		
CF | 		
CF | His eyes widen. "What?" 		
Knight_Otu pushes the green 'space' button. 		
CF | His eyes widen. "What?""I'm investigating the epidemic, Horatio." You 		
CF | push his hand away. "People are dying. I can't just sit and wait in 		
CF | the clinic. I can't just give up on everything we've done." 		
Knight_Otu pushes the green 'space' button. 		
CF | the clinic. I can't just give up on everything we've done.""Marid..." 		
Knight_Otu pushes the green 'space' button. 		
CF | the clinic. I can't just give up on everything we've 		
CF | done.""Marid..."Horatio moves as though to embrace you, but you stop 		
CF | him with your hand. He dares not come closer. His dark eyes beseech 		
CF | you from behind gas-mask glass, as if to say: why? 		
Knight_Otu pushes the green 'space' button. 		
CF | you from behind gas-mask glass, as if to say: why?"Marid, 		
CF | don't do this," he whispers. "You don't..." 		
Knight_Otu pushes the green 'space' button. 		
CF | don't do this," he whispers. "You don't...""I don't what?" 		
Knight_Otu pushes the green 'space' button. 		
CF | don't do this," he whispers. "You don't...""I don't 		
CF | what?"Horatio shakes his head. "...Marid, I was there when 		
CF | they brought you in. You were dying." Do you know --" His 		
CF | voice cracks. "Do you know how I felt, seeing you like that? 		
Knight_Otu pushes the green 'space' button. 		
CF | voice cracks. "Do you know how I felt, seeing you like that?You think 		
CF | of your father's face wreathed in flame. 		
Knight_Otu pushes the green 'space' button. 		
CF | of your father's face wreathed in flame."I know," you tell Horatio. "I 		
CF | know. I'm sorry. Take care of Doctor Cavala for me." 		MoyTravis says, "good god so much spacebar"
Knight_Otu pushes the green 'space' button. 		
CF | know. I'm sorry. Take care of Doctor Cavala for me."You turn away from 		
CF | your old friend and start walking. You don't look back, for fear that 		
CF | you won't have the willpower to break his heart again. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis, West Street Day Three 		
CF | you won't have the willpower to break his heart again.## Via 		
CF | Terminalis, West Street 		
CF | You drift through empty blood-vessel streets, a speck of white 		
CF | mingling with cobblestones ashen and black. In place of carriages and 		
CF | people, there are quarantine signs and body bags. The air rings with 		
CF | silence, and in it there is the foul creeping odor of something 		
CF | terrible afoot. 		
CF | 		
CF | To the southeast, the Via Terminalis bridges the canal. A condemned 		
CF | block is visible to the north, and a footpath follows the canal to the 		
CF | south. 		
CF | 		
CF | > 		Knight_Otu says, "And not even a drink at the space bar."
		DavidW asks, "Do we have our scalpel or not?"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Via Terminalis, West Street Day Three 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing an animus pendant (containing the spirit of your 		
CF | father), your natron jacket, and your clothes. On your person are your 		
CF | practitioner's badge, your scalpel, your purse, an antiseptic cloth, 		
CF | an endoscope, Doctor Cavala's signum, an animus lantern (providing 		
CF | light), yesterday's copy of the Libri Liberi, a Fourth of 		
CF | Aquaria copy of the Libri Liberi, a note with Zoiro's 		
CF | address, some drink coupons, and a ticker-tape reel. 		
CF | 		
CF | > 		DavidW says, "The game said we dropped it, I think."
		DavidW says, "oh, we have it."
		DavidW says, "I think we want to go se to the bridge, then go down."
		MoyTravis asks, "We're carrying around that ticker-tape too? Are we...are we a hoarder?"
		Knight_Otu says, "We got it. Someone probably brought it along when they found us."
		MoyTravis exclaims, "And that three-days-old newspaper!"
		MoyTravis says, "Or two-days-old? it's out of date in any case."
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Sixth of Aquaria, Auritum IV 		
CF | 		
CF | There's nothing left to say. I've burned my bridges. I'm sorry. 		
CF | 		
CF | Now it's time to do what I set out to do. Reden, Doctor Arturus, all 		
CF | of them -- I'm going to make sure they didn't die in vain. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Find the place from Reden's vision 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | - Reden's vision showed me a canal or sewer somewhere in the 		
CF | Channelworks, where he was drinking. 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Via Terminalis, West Street Day Three 		
CF | 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You drift through empty blood-vessel streets, a speck of white 		
CF | mingling with cobblestones ashen and black. In place of carriages and 		
CF | people, there are quarantine signs and body bags. The air rings with 		
CF | silence, and in it there is the foul creeping odor of something 		
CF | terrible afoot. 		
CF | 		
CF | To the southeast, the Via Terminalis bridges the canal. A condemned 		
CF | block is visible to the north, and a footpath follows the canal to the 		
CF | south. 		
CF | 		
CF | > 		Knight_Otu says (to Moy), "We're an adventure game protagonist. We're not a hoarder, we're a kleptomaniac."
		Knight_Otu says, "I thought the manhole cover was south, but we can go se."
Knight_Otu says (to ClubFloyd), "se" 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Via Terminalis Bridge 		
CF | Here your footsteps echo like a crowd among the arches and 		
CF | cobblestones. Endlessly does the rain dash itself against the bridge, 		
CF | making the Bilious Canal churn with forbidding mist and the eyes of 		
CF | the wayside statues run with tears. 		
CF | 		
CF | A Vigiles checkpoint blocks the path to the southeast. You can only 		
CF | retrace your steps northwest, or failing that, descend a clandestine 		
CF | stairway to the south. 		
Knight_Otu pushes the green 'space' button. 		
CF | stairway to the south.As you take a moment to catch your bearings, a 		
CF | mysterious hooded woman climbs up the steps from the south. She takes 		
CF | a fleeting glance at you -- 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis Bridge Day Three 		
CF | a fleeting glance at you --She withdraws as if stung, and walks away 		
CF | quickly across the bridge to the northwest. 		
CF | 		
CF | > 		Knight_Otu says, "Well."
		DavidW says, "ominous"
		Knight_Otu asks, "Follow her?"
		DavidW says, "uh, I doubt we can"
		MoyTravis asks, "Yes?"
		DavidW says, "It won't hurt to try."
		MoyTravis asks, "Just go NW? also be prepared for stabbings maybe?"
		Knight_Otu says, "Let's try."
Knight_Otu says (to ClubFloyd), "nw" 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You drift through empty blood-vessel streets, a speck of white 		
CF | mingling with cobblestones ashen and black. In place of carriages and 		
CF | people, there are quarantine signs and body bags. The air rings with 		
CF | silence, and in it there is the foul creeping odor of something 		
CF | terrible afoot. 		
CF | 		
CF | To the southeast, the Via Terminalis bridges the canal. A condemned 		
CF | block is visible to the north, and a footpath follows the canal to the 		
CF | south. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis, West Street Day Three 		
CF | south.You spy the hooded woman on the side of the street. As you catch 		
CF | up with her, she notices you and flees south along the canal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Following the Canal 		
CF | Glittering waters roar alongside the footpath, running from north to 		
CF | south in an ever-restless torrent. North lies the Via Terminalis, and 		
CF | beyond it the mouth of the Channelworks; to the south, the path 		
CF | descends by steps and turns, ending in the algae and grime of Upper 		
CF | Riggertown. 		
CF | 		
CF | The entrance to Riggertown appears to be blocked by a Vigiles 		
CF | checkpoint. There will be no going south from here. 		
Knight_Otu pushes the green 'space' button. 		
CF | checkpoint. There will be no going south from here.The hooded woman is 		
CF | climbing down through the manhole, having opened it by unknown means. 		
CF | As you approach, she lifts her head. Only darkness is visible beneath 		
CF | her hood. 		DavidW says, "oh, I was mistaken. You CAN follow her."
Knight_Otu pushes the green 'space' button. 		
CF | her hood.She regards you like that -- the rain and the wind tugging at 		
CF | the hem of her cloak -- before she disappears into the manhole and 		
CF | slams it firmly shut behind her. 		
Knight_Otu pushes the green 'space' button. 		
CF | slams it firmly shut behind her.You rush over and pull at the manhole 		
CF | cover, but it's useless. However she did it, the manhole seems to be 		
CF | locked from the inside. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Following the Canal Day Three 		
CF | locked from the inside.But the chase may not have been in vain after 		
CF | all. In her haste, the woman seems to have left an odd-looking stone 		
CF | behind. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stone" 		
CF ] Following the Canal Day Three 		
CF | > 		
CF | > X STONE 		
CF | 		
CF | (the stonework key) 		
CF | An artificially carved stone fragment that reminds you of a puzzle 		
CF | piece or key. One of its faces is crescent-shaped and covered in moss 		
CF | and graffiti paint. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Following the Canal Day Three 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "I guess now we take the clandestine stairs."
		DavidW says, "I suppose return to the bridge and where she came from."
		DavidW says, "yes. please."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Via Terminalis, West Street Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Via Terminalis, West Street 		
CF | You drift through empty blood-vessel streets, a speck of white 		
CF | mingling with cobblestones ashen and black. In place of carriages and 		
CF | people, there are quarantine signs and body bags. The air rings with 		
CF | silence, and in it there is the foul creeping odor of something 		
CF | terrible afoot. 		
CF | 		
CF | To the southeast, the Via Terminalis bridges the canal. A condemned 		
CF | block is visible to the north, and a footpath follows the canal to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Via Terminalis Bridge Day Three 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Via Terminalis Bridge 		
CF | Here your footsteps echo like a crowd among the arches and 		
CF | cobblestones. Endlessly does the rain dash itself against the bridge, 		
CF | making the Bilious Canal churn with forbidding mist and the eyes of 		
CF | the wayside statues run with tears. 		
CF | 		
CF | A Vigiles checkpoint blocks the path to the southeast. You can only 		
CF | retrace your steps northwest, or failing that, descend a clandestine 		
CF | stairway to the south. 		
CF | 		
CF | Some guards lead a prisoner down the street in chains. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Canalside Steps Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Canalside Steps 		
CF | The mist of the Bilious Canal slicks this cramped and winding 		
CF | stairway, and the rusted railings are battered with white spray. The 		
CF | bustle of the bridge reverberates cascading down the steps until it 		
CF | sinks beneath the dark rushing water. 		
CF | 		
CF | Among the moss and graffiti of the east embankment, a mysterious iron 		
CF | door is set into the stone. 		
CF | 		
CF | > 		Knight_Otu asks, "Moss and graffiti, eh?"
Knight_Otu says (to ClubFloyd), "x moss" 		
CF ] Canalside Steps Day Three 		
CF | > 		
CF | > X MOSS 		
CF | 		
CF | (the moss on the east embankment) 		
CF | Grim tufts of pelagic moss; a Dark Lands weed notoriously difficult to 		
CF | eradicate. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x graffiti" 		
CF ] Canalside Steps Day Three 		
CF | > 		
CF | > X GRAFFITI 		
CF | 		
CF | (the graffiti on the east embankment) 		
CF | Various vandalisms in aspirated paint. There are the usual signatures 		
CF | and faux-alchemical designs, as well as more esoteric images of the 		
CF | celestial and fantastical. Here, a three-headed sphinx; there, a 		
CF | crescent inscribed among stars. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x crescent" 		
CF ] Canalside Steps Day Three 		
CF | > 		
CF | > X CRESCENT 		
CF | 		
CF | (the crescent in the graffiti) 		
CF | Running your fingers over the graffiti, you are startled to discover 		
CF | that the crescent in the graffiti conceals some kind of keyhole. 		
CF | 		
CF | > 		DavidW asks, "Is there a west embankment in view, then?"
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Canalside Steps Day Three 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | An iron door flush with the embankment. It is dirty, but without rust, 		
CF | and unmarked except for a crescent-shaped window. There is no handle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x west embankment" 		
CF ] Canalside Steps Day Three 		
CF | > 		
CF | > X WEST EMBANKMENT 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		MoyTravis asks, "Put strange rock in keyhole?"
		DavidW says, "yes."
Knight_Otu says (to ClubFloyd), "put key in keyhole" 		
CF | > 		
CF | > PUT KEY IN KEYHOLE 		
CF | 		
CF | The stonework key fits into the mural with a tingle, as though an 		
CF | alchemical glyph has been completed. The world blurs into the rain, 		
CF | and the rain into the world, and you see it -- a change in 		
CF | the order of the skeins that are woven before you. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Canalside Steps Day Three 		
CF | the order of the skeins that are woven before you.The iron door swings 		
CF | open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Passage of Tears Day Three 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Passage of Tears 		
CF | In this lightless passage, the air is still and the sounds of the 		
CF | world seem to die. Yet the tunnel is alive nonetheless: it teems with 		
CF | raindrops, seeping from unseen cracks, sparkling with mirth as they 		
CF | reflect the dancing eye of your animus-light. 		
CF | 		
CF | To the west, you hear the echoing roar of the Bilious Canal. In the 		
CF | east, there is murmuring, and a candlelit glow. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x glow" 		
CF ] Passage of Tears Day Three 		
CF | > 		
CF | > X GLOW 		
CF | 		
CF | The east flickers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Church of One Thousand Faces 		
CF | You are in a massive subterranean chamber, dark but for glittering 		
CF | glyphs and candlelight. There are countless pipes and galvanic lines 		
CF | running from the city's workings into the heart of this chamber; and 		
CF | there a great sculpture rises, many-headed and many-armed, like a 		
CF | monstrous irradiated god. 		
CF | 		
CF | A crowd of worshippers, all mutants, is kneeling before the sculpture 		
CF | in prayer. A green-robed patriarch stands among them, overseeing the 		
CF | ceremony; and he looks at you. 		DavidW asks, "You didn't close the door?"
		Knight_Otu says, "I guess I didn't."
Knight_Otu pushes the green 'space' button. 		
CF | ceremony; and he looks at you."Hello, child." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Talking to the green-robed patriarch 		
CF | ceremony; and he looks at you."Hello, child."His is a voice that 		
CF | throbs, as though it were bubbles of vocalization escaping from broth. 		
CF | He regards you with a face full of holes and crinkles his jaw in a way 		
CF | approximating a smile. 		
CF | 		
CF | 1) <Recoil instinctively.> 		
CF | 2) "Hello." <Try to stay calm.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "H -- Hello," you muster. Your voice is trembling. 		
Knight_Otu pushes the green 'space' button. 		
CF | "H -- Hello," you muster. Your voice is trembling."Oh... Oh!" the 		
CF | mutant exclaims. "You are not of our kind. My sincerest apologies." 		
Knight_Otu pushes the green 'space' button. 		
CF | mutant exclaims. "You are not of our kind. My sincerest apologies."He 		
CF | -- at least you think it is a he -- he reaches behind himself with a 		
CF | gaunt arm and pulls his hood up. Colorful streamers dangle in front of 		
CF | his face, veiling its ragged angles from sight. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Talking to the green-robed patriarch 		
CF | his face, veiling its ragged angles from sight."I am so very sorry for 		
CF | the shock." He steps closer. "We receive so few visitors. Especially 		
CF | from the world above." 		
CF | 		
CF | 1) "My name is Marid." 		
CF | 2) "Who are you?" 		
CF | 3) "What is this place?" 		
CF | 4) "I hope I'm not trespassing..." 		
CF | 5) "Are you aware that the Channelworks District is under 		
CF | quarantine?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "4" 		
CF | > 		
CF | > 4 		
CF | 		
CF | "I hope I'm not trespassing," you say. "I... There was a woman who 		
CF | dropped a key in a hurry, and..." 		
CF | 		
CF | The patriarch tilts his head. "You are a friend of ours, are you not?" 		
Knight_Otu pushes the green 'space' button. 		
CF | The patriarch tilts his head. "You are a friend of ours, are you 		
CF | not?""Um..." 		
Knight_Otu pushes the green 'space' button. 		
CF | not?""Um...""If you are not, I am afraid this conversation will take a 		
CF | rather unpleasant turn." 		
Knight_Otu pushes the green 'space' button. 		
CF | rather unpleasant turn.""...Yes," you say. "Yes, I'm a friend." 		
Knight_Otu pushes the green 'space' button. 		
CF | rather unpleasant turn.""...Yes," you say. "Yes, I'm a friend.""Then 		
CF | you have nothing to worry about." He chuckles, his chest heaving 		
CF | wetly. "As long as you pledge to leave us in peace, we shall afford 		
CF | you the same respect. I trust we are clear on this." 		
Knight_Otu pushes the green 'space' button. 		
CF | you the same respect. I trust we are clear on this.""Yes, sir." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Talking to the green-robed patriarch 		
CF | you the same respect. I trust we are clear on this.""Yes, sir.""Very 		
CF | good." 		
CF | 		
CF | 1) "My name is Marid." 		
CF | 2) "Who are you?" 		
CF | 3) "What is this place?" 		
CF | 4) "Are you aware that the Channelworks District is under 		
CF | quarantine?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Church of One Thousand Faces Talking to the green-robed patriarch 		
CF | > 		
CF | > 1 		
CF | 		
CF | "My name is Marid," you say. 		
CF | 		
CF | "Greetings, Marid." The mutant inclines his head. "Marid Orpheia, is 		
CF | it not? You are a brave woman to venture so far from home." 		
CF | 		
CF | 1) "Who are you?" 		
CF | 2) "What is this place?" 		
CF | 3) "Are you aware that the Channelworks District is under 		
CF | quarantine?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Who are you?" 		
CF | 		
CF | "Ah! I have forgotten my manners." He clasps his hands together. 		
CF | "Forgive me. I am Natos, Natos Web-eye; but most here call me 		
CF | Patriarch Natos. 		
CF | 		
CF | "Here I am..." He sweeps a robed arm around the chamber. "Here is my 		
CF | congregation." 		
CF | 		
CF | 1) "What is this place?" 		
CF | 2) "Are you aware that the Channelworks District is under 		
CF | quarantine?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What is this place?" 		
CF | 		
CF | You gaze at the terrible hydra in steel, and the dozens of mutants 		
CF | prostrating themselves before it. 		
CF | 		
CF | "You are not from the basilica, then. Thank the stars." The patriarch 		
CF | laughs wetly and shakes his head. "And here I was, preparing to offer 		
CF | you a bribe." 		
Knight_Otu pushes the green 'space' button. 		
CF | you a bribe.""A bribe?" 		
Knight_Otu pushes the green 'space' button. 		
CF | you a bribe.""A bribe?""We are outcasts, my child. Cast out from the 		
CF | temple of your people to walk the dark places. Tell me --" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | temple of your people to walk the dark places. Tell me --"He fixes you 		
CF | with an eyeless gaze. "What do you know of Reason, and of mutantkind?" 		
CF | 		
CF | 1) "Reason is the law that governs all things, just as the 		
CF | Philosophers govern society." 		
CF | 2) "Mutants -- your people -- you were exiled to the Dark Lands, 		
CF | and mutated by the irradiata." 		
CF | 3) "...I've come to realize that I know a lot less about the world 		
CF | than I thought I did." 		
CF | 		
CF | > 		Knight_Otu asks, "3?"
		DavidW says, "yes"
Knight_Otu says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "...I've come to realize that I know a lot less about the world than I 		
CF | thought I did." 		
CF | 		
CF | The patriarch regards you quietly for a while, a little eerily, though 		
CF | not without fondness. 		
Knight_Otu pushes the green 'space' button. 		
CF | not without fondness."You are wiser than I was at your age," he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | not without fondness."You are wiser than I was at your age," he 		
CF | says."There are many things I don't know," you say. "And I've seen 		
CF | some things that made me question myself." 		
Knight_Otu pushes the green 'space' button. 		
CF | some things that made me question myself.""Very well... very well..." 		
Knight_Otu pushes the green 'space' button. 		
CF | some things that made me question myself.""Very well... very 		
CF | well..."He nods, and for a moment you wonder if he is not smiling 		
CF | beneath his hood. Then, with a gnarled hand, he gestures at the statue 		
CF | of the hydra. 		
Knight_Otu pushes the green 'space' button. 		
CF | of the hydra."Now it is my turn to answer," he says. "You asked me, my 		
CF | child: what is this place? It is a church, if you would like to call 		
CF | it that. Here we worship, and we pray, and we venerate the old 		
CF | traditions from the Dark Lands. Our rites have been handed down 		
CF | through generation after generation of mutants; and so they have 		
CF | passed into my care. 		
Knight_Otu pushes the green 'space' button. 		
CF | passed into my care."Before you is a likeness of Anu Va, the Hydra 		
CF | God. It is one of the powers in the world, although the Philosophers 		
CF | would have you believe that it is not so. Trust me, for I have seen 		
CF | the Hydra with my own eyes. We worship and give offerings so that its 		
CF | terrible chaos does not consume us." 		
Knight_Otu pushes the green 'space' button. 		
CF | terrible chaos does not consume us.""And you do this in secret," you 		
CF | say. 		
Knight_Otu pushes the green 'space' button. 		
CF | say."Indeed," Patriarch Natos says. "The Philosophers do not take 		
CF | kindly to those who challenge their sacred idols: Reason, or 		
CF | Knowledge, or the Scientific Method. They call us 'cultists,' or else 		
CF | 'subversives,' and persecute us as they persecuted our ancestors. They 		
CF | will not admit that there are answers that cannot be found in 		
CF | textbooks, or that there are things Reason cannot explain. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | textbooks, or that there are things Reason cannot explain."That is why 		
CF | we hold our services in this abandoned cistern... and why we have to 		
CF | bribe Council officials from time to time." 		
CF | 		
CF | 1) "Do you know a mutant woman with a distinctive smile? One with 		
CF | lots of teeth?" 		
CF | 2) "Are you aware that the Channelworks District is under 		
CF | quarantine?" 		
CF | 		
CF | > 		Knight_Otu asks, "Do we ask about the assassin who should be dead?"
		DavidW says, "sure"
		MoyTravis asks, "Why not?"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Do you know a mutant woman with a distinctive smile? One with lots of 		
CF | teeth?" 		
CF | 		
CF | The patriarch nods grimly. 		
CF | 		
CF | "I knew the one of whom you speak," he says. "Carnicer was her name. 		
CF | We had not seen her here in some time... I had my misgivings about the 		
CF | paths in life she had chosen. It is a tragedy that her choices led her 		
CF | to such a terrible end." 		
CF | 		
CF | 1) "Are you aware that the Channelworks District is under 		
CF | quarantine?" 		
CF | 		
CF | > 		Knight_Otu says, "Huh. Some news travel very fast."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Are you aware that the Channelworks District is under quarantine?" 		
CF | 		
CF | "Ah. Is that what this is about?" 		
CF | 		
CF | Patriarch Natos exhales softly. The streamers covering his face 		
CF | flutter. 		
Knight_Otu pushes the green 'space' button. 		
CF | flutter."We know of the quarantine," he says. "We knew before the 		
CF | Council announced it. It is difficult to miss the movement of the 		
CF | Vigiles, the roadblocks appearing along the carriageways, if you have 		
CF | eyes and ears." 		
Knight_Otu pushes the green 'space' button. 		
CF | eyes and ears.""I'm investigating the disease," you tell him. "I need 		
CF | to get to the Channelworks. I have reason to believe it may be the 		
CF | source of the outbreak." 		
Knight_Otu pushes the green 'space' button. 		
CF | source of the outbreak.""Is that so?" He pauses. "Are you certain 		
CF | about this, child?" 		
Knight_Otu pushes the green 'space' button. 		
CF | about this, child?""I'm certain enough to stake my life on it." 		
Knight_Otu pushes the green 'space' button. 		
CF | about this, child?""I'm certain enough to stake my life on 		
CF | it."Patriarch Natos eyes you gravely, his robes billowing in the 		
CF | candlelight. Finally, he turns and beckons for you to follow. 		
Knight_Otu pushes the green 'space' button. 		
CF | candlelight. Finally, he turns and beckons for you to follow.He leads 		
CF | you to an abandoned aqueduct, cracked and tunnel-like, running north 		
CF | and south through the center of the dome. To the north, through a 		
CF | grate, you see a curtain with a black cross crudely painted on it. 		
Knight_Otu pushes the green 'space' button. 		
CF | grate, you see a curtain with a black cross crudely painted on it."We 		
CF | are beneath the alchemical junction along the Via Terminalis," he 		
CF | says. "This is an ancient maintenance tunnel. If you go straight along 		
CF | the aqueduct, it will take you directly to the Channelworks pumping 		
CF | station; and if you wish to stay beneath the notice of the quarantine 		
CF | enforcers, it may be the only way to reach the Channelworks. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | enforcers, it may be the only way to reach the Channelworks."But I am 		
CF | loath to see you go, my child. You see, my congregation has avoided 		
CF | this tunnel for as long as I have ever known. It is said to be 		
CF | cursed." 		
CF | 		
CF | 1) "What do you mean, 'cursed'?" 		
CF | 2) "You can't believe that." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What do you mean, 'cursed'?" 		
CF | 		
CF | "I mean what I say." He lowers his head solemnly. "Ever since we began 		
CF | our worship here, all who have chanced to go into the passage have 		
CF | died." 		
CF | 		
CF | 1) "How did the deaths happen?" 		
CF | 2) "Can I see the bodies?" 		
CF | 3) "Does anyone else know about this curse?" 		
CF | 4) "Thank you for the warning. I'll be careful." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How did the deaths happen?" you ask. 		
CF | 		
CF | "It is different every time," Patriarch Natos says. "Now and again, 		
CF | one of us is foolhardy enough to brave the passage. They will go, and 		
CF | they will return, seemingly none the worse for wear. They always say 		
CF | the same thing: that it is only an old, disused aqueduct, and there is 		
CF | nothing for us to fear. 		
CF | 		
CF | "And yet, within the week, it will transpire that some terrible malady 		
CF | has befallen the explorer. They will bleed from within, or they will 		
CF | go insane, or their flesh will melt off their bones. And then they 		
CF | will die." 		
CF | 		
CF | 1) "Can I see the bodies?" 		
CF | 2) "Does anyone else know about this curse?" 		
CF | 3) "Thank you for the warning. I'll be careful." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Can I see the bodies?" 		
CF | 		
CF | "I am afraid not," Patriarch Natos says. "There was a time when we 		
CF | buried those who had succumbed to the curse, but we soon found that 		
CF | the curse could linger in the graves. These days, we incinerate the 		
CF | bodies. We do not take chances." 		
CF | 		
CF | 1) "Does anyone else know about this curse?" 		
CF | 2) "Thank you for the warning. I'll be careful." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Church of One Thousand Faces Talking to Patriarch Natos 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Does anyone else know about this curse?" 		
CF | 		
CF | He shrugs. "In the beginning, we tried to get help. Discreetly, of 		
CF | course. There is an appeal, somewhere in the basilica, that a 		
CF | magistrate sympathetic to us has filed. But no one has come. I can 		
CF | only assume that it has fallen through the cracks of your 		
CF | bureaucracy." 		
CF | 		
CF | 1) "Thank you for the warning. I'll be careful." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Thank you for the warning," you say. "I'll be careful." 		
CF | 		
CF | "You do not seem to be dissuaded," Patriarch Natos observes. 		
Knight_Otu pushes the green 'space' button. 		
CF | "You do not seem to be dissuaded," Patriarch Natos observes.You think 		
CF | of Reden's black eyes, full of forlorn hope. You feel the weight of 		
CF | your pendant on your skin. 		
Knight_Otu pushes the green 'space' button. 		
CF | your pendant on your skin."...I see," the patriarch says. "You are 		
CF | determined. Very well. I hope you know what you are doing." 		
Knight_Otu pushes the green 'space' button. 		
CF | determined. Very well. I hope you know what you are doing."He unlocks 		
CF | the grate, and with a tumultous creaking, pulls it open on its hinges. 		
CF | The ink-stained curtain billows like a flag. 		
Knight_Otu pushes the green 'space' button. 		
CF | The ink-stained curtain billows like a flag."Thank you," you say. "For 		
CF | showing me the way." 		
Knight_Otu pushes the green 'space' button. 		
CF | showing me the way."He nods. "Good luck on your journey, Marid 		
CF | Orpheia. May the Hydra have mercy upon you." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Day Three 		
CF | Orpheia. May the Hydra have mercy upon you."## Church of One Thousand 		
CF | Faces 		
CF | You are in a massive subterranean chamber, dark but for glittering 		
CF | glyphs and candlelight. There are countless pipes and galvanic lines 		
CF | running from the city's workings into the heart of this chamber; and 		
CF | there a great sculpture rises, many-headed and many-armed, like a 		
CF | monstrous irradiated god. 		
CF | 		
CF | To the west is the passage back to the surface. To the north, an 		
CF | abandoned aqueduct leads to a Channelworks maintenance tunnel. 		
CF | 		
CF | A crowd of worshippers, all mutants, is kneeling before the sculpture 		
CF | in prayer. Patriarch Natos stands before them, overseeing the 		
CF | ceremony. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sculpture" 		
CF ] Church of One Thousand Faces Day Three 		
CF | > 		
CF | > X SCULPTURE 		
CF | 		
CF | It is a strange and terrible mutant built of optical illusions and 		
CF | alien angles. Many times larger than a man, it looks down on the 		
CF | worshipping congregation with one thousand fearsome heads, each one an 		
CF | impressionistic smear blending into the next. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf16" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Church of One Thousand Faces Day Three 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Terminal Vein Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Terminal Vein 		
CF | The candlelight dies here, where the aqueduct narrows. The ragged 		
CF | curtain hides a dark and dismal tunnel which bristles with rusted 		
CF | wires and broken pressure valves. And all around you, pale and 		
CF | half-formed, lurking in the crevices of your consciousness, are the 		
CF | spirits of the dead. 		
CF | 		
CF | You can follow the aqueduct south to the underground church, or 		
CF | northwest where it opens out onto the pouring rain. 		
CF | 		
CF | > 		MoyTravis exclaims, "Talk to the ghosts!"
Knight_Otu says (to ClubFloyd), "x spirits" 		
CF ] Terminal Vein Day Three 		
CF | > 		
CF | > X SPIRITS 		
CF | 		
CF | They are the apparitions of unfamiliar mutants, somehow damaged and 		
CF | tied to this place. Some are skeletal, missing flesh. Others are 		
CF | without faces or limbs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to them" 		
CF | > 		
CF | > TALK TO THEM 		
CF | 		
CF | You fix the wandering spirits in your mind's eye. The tunnel melts 		
CF | into the rain and catches fire and shifts. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | This is a dead place. 		
Knight_Otu pushes the green 'space' button. 		
CF | This is a dead place.You should not be here. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | This is a dead place.You should not be here.1) 		
CF | "I come in peace." 		
CF | 2) "Who are you?" 		
CF | 3) "What happened to you?" 		
CF | 4) "I'm here on an important mission..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I come in peace." 		
CF | 		
CF | Then why do you disturb us? 		
CF | 		
CF | 1) "Who are you?" 		
CF | 2) "What happened to you?" 		
CF | 3) "I'm here on an important mission..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Who are you?" 		
CF | 		
CF | ... 		
Knight_Otu pushes the green 'space' button. 		
CF | ...It has been so long since anyone asked our names. 		
Knight_Otu pushes the green 'space' button. 		
CF | ...It has been so long since anyone asked our 		
CF | names.We do not remember. 		
Knight_Otu pushes the green 'space' button. 		
CF | names.We do not remember.That part of us is 		
CF | gone. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | gone. 		
CF | 1) "What happened to you?" 		
CF | 2) "I'm here on an important mission..." 		
CF | 		
CF | > 		DavidW says, "geez"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What happened to you?" 		
CF | 		
CF | ...We died. 		
Knight_Otu pushes the green 'space' button. 		
CF | ...We died.There is something here that kills. 		
Knight_Otu pushes the green 'space' button. 		
CF | ...We died.There is something here that kills.We 		
CF | did not heed the warnings. 		
Knight_Otu pushes the green 'space' button. 		
CF | did not heed the warnings.We were young and foolhardy. 		
Knight_Otu pushes the green 'space' button. 		
CF | did not heed the warnings.We were young and 		
CF | foolhardy.Too bad it took death to humble us. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | foolhardy.Too bad it took death to humble us. 		
CF | 1) "I'm here on an important mission..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm here on an important mission," you say. "Hundreds of people are 		
CF | dead in the district. I think it may have something to do with the 		
CF | Channelworks. It might even be related to how you died." 		
CF | 		
CF | ... 		
Knight_Otu pushes the green 'space' button. 		
CF | ...So the curse has found the upper city at last. 		
Knight_Otu pushes the green 'space' button. 		
CF | ...So the curse has found the upper city at 		
CF | last.So that is what it took for them to send someone. 		
Knight_Otu pushes the green 'space' button. 		
CF | last.So that is what it took for them to send 		
CF | someone.What do you want? 		
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | someone.What do you want? 		
CF | 1) "Do you know what exactly killed you?" 		
CF | 2) "What do you remember of your time in this passage?" 		
CF | 3) "Do you have any advice for me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Do you know what exactly killed you?" 		
CF | 		
CF | No. 		
Knight_Otu pushes the green 'space' button. 		
CF | No.Death came for us without a sound. 		
Knight_Otu pushes the green 'space' button. 		
CF | No.Death came for us without a sound.If we knew, 		
CF | we would have told the others. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | we would have told the others. 		
CF | 1) "What do you remember of your time in this passage?" 		
CF | 2) "Do you have any advice for me?" 		
CF | 3) "Thank you for your help." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What do you remember of your time in this passage?" 		
CF | 		
CF | This passage is our grave. 		
Knight_Otu pushes the green 'space' button. 		
CF | This passage is our grave.We remember it clearly... 		
Knight_Otu pushes the green 'space' button. 		
CF | This passage is our grave.We remember it 		
CF | clearly...Or do we? 		
Knight_Otu pushes the green 'space' button. 		
CF | clearly...Or do we?We do not remember the end. 		
Knight_Otu pushes the green 'space' button. 		
CF | clearly...Or do we?We do not remember the 		
CF | end.None of us do. 		
Knight_Otu pushes the green 'space' button. 		
CF | end.None of us do.Strange. 		
Knight_Otu pushes the green 'space' button. 		
CF | end.None of us do.Strange.It never seemed 		
CF | relevant. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | relevant. 		
CF | 1) "Do you think your memories were manipulated?" 		
CF | 2) "Do you have any advice for me?" 		
CF | 3) "Thank you for your help." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | The way none of the spirits remember the end of the passage is 		
CF | suspicious. It reminds you of an old rumor you once heard at college. 		
CF | You never really believed it, but now... 		
Knight_Otu pushes the green 'space' button. 		
CF | You never really believed it, but now..."Do you think your memories 		
CF | were manipulated?" you ask. "Like what they say the Philosophers once 		
CF | did to dissidents?" 		
Knight_Otu pushes the green 'space' button. 		
CF | did to dissidents?"... 		
Knight_Otu pushes the green 'space' button. 		
CF | did to dissidents?"...What you speak of is only a 		
CF | rumor. 		
Knight_Otu pushes the green 'space' button. 		
CF | rumor.We do not know what to believe. 		
Knight_Otu pushes the green 'space' button. 		
CF | rumor.We do not know what to believe.It may be as 		
CF | you say, but... 		
Knight_Otu pushes the green 'space' button. 		
CF | you say, but...We would rather not speculate on ghost 		
CF | stories. 		Knight_Otu says, "You literally are ghost stories, you."
		MoyTravis says, "The ghosts don't want to speculate on ghost stories."
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | stories. 		
CF | 1) "Do you have any advice for me?" 		
CF | 2) "Thank you for your help." 		
CF | 		
CF | > 		MoyTravis says, "Ha."
		DavidW asks, "Should we get a tin foil hat?"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Do you have any advice for me?" 		
CF | 		
CF | ... 		
Knight_Otu pushes the green 'space' button. 		
CF | ......Don't die. 		Knight_Otu says, "THANKS."
		DavidW says, "These spirits are so not helpful."
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Talking to the spirits of the dead 		
CF | ......Don't die. 		
CF | 1) "Thank you for your help." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Thank you for your help." 		
CF | 		
CF | ... 		
Knight_Otu pushes the green 'space' button. 		
CF | ...Good luck... girl who talks to spirits. 		
Knight_Otu pushes the green 'space' button. 		
CF | ...Good luck... girl who talks to spirits.You close 		
CF | your mind's eye. The fire consumes you and the world shifts. 		DavidW says, "The only thing they could tell us was that they couldn't remember."
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Terminal Vein Day Three 		
CF | 		
CF | 		
CF | Terminal Vein 		
CF | The candlelight dies here, where the aqueduct narrows. The ragged 		
CF | curtain hides a dark and dismal tunnel which bristles with rusted 		
CF | wires and broken pressure valves. And all around you, pale and 		
CF | half-formed, lurking in the crevices of your consciousness, are the 		
CF | spirits of the dead. 		
CF | 		
CF | You can follow the aqueduct south to the underground church, or 		
CF | northwest where it opens out onto the pouring rain. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Reden's Haunt 		
CF | In the shadow of the Channelworks is this little crumbling ledge, 		
CF | where the roof has caved in and rain batters stone. Here is a manhole, 		
CF | and a waterway heaving with the Hydra Aquifera's runoff; 		
CF | beside it is a broken old chair surrounded by dozens of wine bottles. 		
CF | In their glass, you see distorted the face of the Channelworks above 		
CF | and the fury of the Bilious Canal below. 		
CF | 		
CF | To the southeast, the aqueduct leads back to the mutant church. To the 		
CF | north, you can enter the bowels of the Channelworks. 		
CF | 		
CF | A tiny string of glistering black runs along the ground and disappears 		
CF | into the north pipe. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x manhole" 		
CF | > 		
CF | > X MANHOLE 		
CF | 		
CF | A rusted manhole with a dented grille. 		
CF | 		
CF | On closer examination, it's too small for you to fit into. But a 		
CF | goblin-sized person might be able to climb in. It looks like a shaft 		
CF | runs all the way from this manhole to Riggertown. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Reden's Haunt Day Three 		
CF | runs all the way from this manhole to Riggertown.Your guess is that a 		
CF | certain goblin has been using this manhole to sneak onto this ledge 		
CF | beneath the Channelworks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x waterway" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X WATERWAY 		
CF | 		
CF | A solution of horrible-smelling alchemical detritus. It runs from the 		
CF | wastewater channels leading out of the Channelworks. 		
CF | 		
CF | > 		DavidW says, "That black string is probably very dangerous."
Knight_Otu says (to ClubFloyd), "x chair" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X CHAIR 		
CF | 		
CF | A tiny, rickety folding steel chair. You see the stamp of the Council 		
CF | of Works on its backrest. 		
CF | 		
CF | > 		Knight_Otu says, "Probably."
Knight_Otu says (to ClubFloyd), "x stamp" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X STAMP 		
CF | 		
CF | The chair has probably been stolen from the Channelworks and left out 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bottles" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > BOTTLES 		
CF | 		
CF | It's the same brand you saw in Reden's shack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x string" 		
CF | > 		
CF | > X STRING 		
CF | 		
CF | It's a trail of some kind of liquid, shadowy in its consistency. You 		
CF | would have missed it if not for the way it caught your lantern's 		
CF | animus-light. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Reden's Haunt Day Three 		
CF | animus-light.Something about it feels wrong. 		
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 ] Reden's Haunt Day Three 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > TOUCH IT 		
CF | 		
CF | Something in the back of your mind -- in that newly opened chamber of 		
CF | your perception -- is screaming at you not to touch the string. 		
CF | 		
CF | > 		DavidW says, "good lord. Don't touch the deadly thing."
		MoyTravis says, "It's fine we have a biohazard suit. I think."
DavidW says (to ClubFloyd), "x north pipe" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X NORTH PIPE 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x channelworks" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X CHANNELWORKS 		
CF | 		
CF | Hydra Aquifera, pride of the district, cathedral to Knowledge 		
CF | and Power. Stunning bas-relief adorns its architecture, and the 		
CF | Bilious Canal flows from its mouth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bas-reliefs" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X BAS-RELIEFS 		
CF | 		
CF | It's too far away to make out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x canal" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X CANAL 		
CF | 		
CF | From this close, the Bilious Canal is enormous and spiteful and 		
CF | roaring. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Transfusion Pipe Scorpio 		
CF | You are in the belly of the beast now, in one of the many pipes that 		
CF | radiate from the Channelworks' pumping heart. Here the walls are 		
CF | sloped and plated in ancient sigiled brass, leaving you only a 		
CF | precarious steel catwalk to tread upon. Below and alongside you, 		
CF | rushing water flows, filling the pipe with a roaring echo like a 		
CF | tempestuous ocean. 		
CF | 		
CF | You can follow the pipe north or south. 		
CF | 		
CF | A black ribbon winds through a hairline crack in the brass plating, 		
CF | flowing in a steady drip from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ribbon" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > X RIBBON 		
CF | 		
CF | Its shadowy length is a throbbing scar on your retina. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x crack" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > X CRACK 		
CF | 		
CF | Its shadowy length is a throbbing scar on your retina. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x catwalk" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > X CATWALK 		
CF | 		
CF | It leans a little when you shift your weight. 		
CF | 		
CF | > 		DavidW asks, "I suppose the ribbon is industrial waste from somewhere?"
		Knight_Otu says, "Likely."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hydromotive Control 		
CF | From this observation deck, you can see the grand scale of the 		
CF | operation of the Channelworks. A solid mass of machinery extends 		
CF | everywhere within this ancient building, filling its domed chambers 		
CF | and its high stone arches. Everywhere you look, pipes converge in a 		
CF | dizzying cacophony of hissing steam and flowing water, of whirling 		
CF | turbines and rolling metal drums. 		
CF | 		
CF | A foul-smelling tunnel leads out of the Channelworks to the south. 		
CF | 		
CF | There is a console here, and a hydraulic door to the east which stands 		
CF | out from all the others. The black trail flows from one of the leaking 		
CF | pipes near this door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x console" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X CONSOLE 		
CF | 		
CF | A grand table finished in rosewood and orichalcum. There are a myriad 		
CF | different needles and indicator bulbs, labeled with arcane symbols and 		
CF | organized with geometric precision. 		
CF | 		
CF | An inkstained memo has been left on one wing of the console. Beside 		
CF | it, there is a row of pistons with handles that can be pushed or 		
CF | pulled. 		
CF | 		
CF | Currently, the I piston is retracted, the II piston is extended, the 		
CF | IV piston is retracted, the VII piston is extended, and the X piston 		
CF | is extended. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x memo" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X MEMO 		
CF | 		
CF | I've shut the laboratory until the crisis blows over. No seal yet, 		
CF | but the pressure safety lock should be enough to keep muties out. 		
CF | -S 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | You shouldn't. If you tampered with the memo, the Channelworks 		
CF | operators might realize you've been trespassing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x machinery" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X MACHINERY 		
CF | 		
CF | These are the workings that underpin a society, which so few are able 		
CF | to glimpse. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A steel-and-brass door that looks like it pistons open and shut. It's 		
CF | currently shut, with a protesting pressure gauge in place of a lock. 		
CF | 		
CF | "HYDRAULIC PRESSURE BELOW SAFETY LIMITS," the rotary disc informs you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x trail" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X TRAIL 		
CF | 		
CF | The leak is thin and insidious, so difficult to see that you might not 		
CF | have noticed it under any other circumstance. It seems to be coming 		
CF | from the other side of the hydraulic door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x disc" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X DISC 		
CF | 		
CF | "HYDRAULIC PRESSURE BELOW SAFETY LIMITS," the rotary disc informs you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gauge" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X GAUGE 		
CF | 		
CF | "HYDRAULIC PRESSURE BELOW SAFETY LIMITS," the rotary disc informs you. 		
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 ] Hydromotive Control Day Three 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > L 		
CF | 		
CF | Hydromotive Control 		
CF | From this observation deck, you can see the grand scale of the 		
CF | operation of the Channelworks. A solid mass of machinery extends 		
CF | everywhere within this ancient building, filling its domed chambers 		
CF | and its high stone arches. Everywhere you look, pipes converge in a 		
CF | dizzying cacophony of hissing steam and flowing water, of whirling 		
CF | turbines and rolling metal drums. 		
CF | 		
CF | A foul-smelling tunnel leads out of the Channelworks to the south. 		
CF | 		
CF | There is a console here, and a hydraulic door to the east which stands 		
CF | out from all the others. The black trail flows from one of the leaking 		
CF | pipes near this door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x console" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X CONSOLE 		
CF | 		
CF | A grand table finished in rosewood and orichalcum. There are a myriad 		
CF | different needles and indicator bulbs, labeled with arcane symbols and 		
CF | organized with geometric precision. 		
CF | 		
CF | An inkstained memo has been left on one wing of the console. Beside 		
CF | it, there is a row of pistons with handles that can be pushed or 		
CF | pulled. 		
CF | 		
CF | Currently, the I piston is retracted, the II piston is extended, the 		
CF | IV piston is retracted, the VII piston is extended, and the X piston 		
CF | is extended. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x piston i" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X PISTON I 		
CF | 		
CF | A brass piston labeled with the number 1. It can be pushed or pulled 		
CF | using the handle on its end. At the moment, it is retracted. 		
CF | 		
CF | > 		DavidW asks, "Is there a piston III?"
Knight_Otu says (to ClubFloyd), "x piston iii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X PISTON III 		
CF | 		
CF | Which do you mean, the I piston, the II piston, the IV piston, the VII 		
CF | piston, or the X piston? 		
CF | 		
CF | > 		Knight_Otu says, "Apparently not."
		MoyTravis asks, "1, 2, 4, 7, 10?"
Knight_Otu says (to ClubFloyd), "x symbols" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X SYMBOLS 		
CF | 		
CF | You have no idea what any of these readings mean. 		
CF | 		
CF | > 		DavidW asks, "Is there a gauge that shows total pressure?"
		MoyTravis says, "OH"
Knight_Otu says (to ClubFloyd), "x gauge" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X GAUGE 		
CF | 		
CF | "HYDRAULIC PRESSURE BELOW SAFETY LIMITS," the rotary disc informs you. 		
CF | 		
CF | > 		MoyTravis says, "12! 10 + 2 = 7 + 4 + 1"
		MoyTravis asks, "So we need to equalize it?"
		Knight_Otu asks, "Maybe?"
		DavidW says, "Sounds as good as anything."
		DavidW says, "I endorse this strategy."
Knight_Otu says (to ClubFloyd), "pull vii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL VII 		
CF | 		
CF | The VII piston is already extended. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push vii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH VII 		
CF | 		
CF | The VII piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is extended, the IV 		
CF | piston is retracted, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | The pressure lock on the door makes a pinging sound. Now it says 		
CF | "HYDRAULIC PRESSURE ABOVE SAFETY LIMITS." 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		MoyTravis says, "I guess that wasn't it."
		DavidW says, "Possibly the pressure values don't match the piston numbers."
		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "push i" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH I 		
CF | 		
CF | The I piston is already retracted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull i" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL I 		
CF | 		
CF | The I piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is extended, the II piston is extended, the IV 		
CF | piston is retracted, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull iv" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL IV 		
CF | 		
CF | (the Fourth of Aquaria copy of the Libri Liberi) 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull piston iv" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL PISTON IV 		
CF | 		
CF | The IV piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is extended, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | The pressure lock on the door makes a grating sound. Now it says 		
CF | "HYDRAULIC PRESSURE BELOW SAFETY LIMITS." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push piston x" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH PISTON X 		
CF | 		
CF | The X piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is extended, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is retracted, and the X piston is 		
CF | retracted. 		
CF | 		
CF | The pressure lock on the door makes a pinging sound. Now it says 		
CF | "HYDRAULIC PRESSURE ABOVE SAFETY LIMITS." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull piston vii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL PISTON VII 		
CF | 		
CF | The VII piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is extended, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is extended, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		DavidW says, "I think we need more info to solve this."
		Knight_Otu says, "It seems so, but..."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > L 		
CF | 		
CF | Hydromotive Control 		
CF | From this observation deck, you can see the grand scale of the 		
CF | operation of the Channelworks. A solid mass of machinery extends 		
CF | everywhere within this ancient building, filling its domed chambers 		
CF | and its high stone arches. Everywhere you look, pipes converge in a 		
CF | dizzying cacophony of hissing steam and flowing water, of whirling 		
CF | turbines and rolling metal drums. 		
CF | 		
CF | A foul-smelling tunnel leads out of the Channelworks to the south. 		
CF | 		
CF | There is a console here, and a hydraulic door to the east which stands 		
CF | out from all the others. The black trail flows from one of the leaking 		
CF | pipes near this door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x steam" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X STEAM 		
CF | 		
CF | It's the processed lifeblood of the district. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x console" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X CONSOLE 		
CF | 		
CF | A grand table finished in rosewood and orichalcum. There are a myriad 		
CF | different needles and indicator bulbs, labeled with arcane symbols and 		
CF | organized with geometric precision. 		
CF | 		
CF | An inkstained memo has been left on one wing of the console. Beside 		
CF | it, there is a row of pistons with handles that can be pushed or 		
CF | pulled. 		
CF | 		
CF | Currently, the I piston is extended, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is extended, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push all pistons" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH ALL PISTONS 		
CF | 		
CF | You'll have to specify which one. 		
CF | 		
CF | > 		MoyTravis asks, "Maaaaybe go back and ask the Patriarch?"
DavidW says (to ClubFloyd), "x memo" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X MEMO 		
CF | 		
CF | I've shut the laboratory until the crisis blows over. No seal yet, 		
CF | but the pressure safety lock should be enough to keep muties out. 		
CF | -S 		
CF | 		
CF | > 		Knight_Otu asks, "Maybe, but would he know?"
		MoyTravis says, "Nothing jumps out about where we could find more info."
		DavidW says, "'S' seems to know about the 'muties'."
		MoyTravis asks, "Probably not but I don't have any better ideas?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Transfusion Pipe Scorpio 		
CF | You are in the belly of the beast now, in one of the many pipes that 		
CF | radiate from the Channelworks' pumping heart. Here the walls are 		
CF | sloped and plated in ancient sigiled brass, leaving you only a 		
CF | precarious steel catwalk to tread upon. Below and alongside you, 		
CF | rushing water flows, filling the pipe with a roaring echo like a 		
CF | tempestuous ocean. 		
CF | 		
CF | You can follow the pipe north or south. 		
CF | 		
CF | A black ribbon winds through a hairline crack in the brass plating, 		
CF | flowing in a steady drip from the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under console" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > LOOK UNDER CONSOLE 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hydromotive Control 		
CF | From this observation deck, you can see the grand scale of the 		
CF | operation of the Channelworks. A solid mass of machinery extends 		
CF | everywhere within this ancient building, filling its domed chambers 		
CF | and its high stone arches. Everywhere you look, pipes converge in a 		
CF | dizzying cacophony of hissing steam and flowing water, of whirling 		
CF | turbines and rolling metal drums. 		
CF | 		
CF | A foul-smelling tunnel leads out of the Channelworks to the south. 		
CF | 		
CF | There is a console here, and a hydraulic door to the east which stands 		
CF | out from all the others. The black trail flows from one of the leaking 		
CF | pipes near this door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under console" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > LOOK UNDER CONSOLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "flip memo"
DavidW says (to ClubFloyd), "flip memo" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > FLIP MEMO 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn memo over" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > TURN MEMO OVER 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x inkstain" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X INKSTAIN 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pipe" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X PIPE 		
CF | 		
CF | (the leaking black trail) 		
CF | The leak is thin and insidious, so difficult to see that you might not 		
CF | have noticed it under any other circumstance. It seems to be coming 		
CF | from the other side of the hydraulic door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x needles" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X NEEDLES 		
CF | 		
CF | You have no idea what any of these readings mean. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machinery" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X MACHINERY 		
CF | 		
CF | These are the workings that underpin a society, which so few are able 		
CF | to glimpse. 		
CF | 		
CF | > 		DavidW says, "ok, go ask Natos."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Transfusion Pipe Scorpio 		
CF | You are in the belly of the beast now, in one of the many pipes that 		
CF | radiate from the Channelworks' pumping heart. Here the walls are 		
CF | sloped and plated in ancient sigiled brass, leaving you only a 		
CF | precarious steel catwalk to tread upon. Below and alongside you, 		
CF | rushing water flows, filling the pipe with a roaring echo like a 		
CF | tempestuous ocean. 		
CF | 		
CF | You can follow the pipe north or south. 		
CF | 		
CF | A black ribbon winds through a hairline crack in the brass plating, 		
CF | flowing in a steady drip from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Reden's Haunt 		
CF | In the shadow of the Channelworks is this little crumbling ledge, 		
CF | where the roof has caved in and rain batters stone. Here is a manhole, 		
CF | and a waterway heaving with the Hydra Aquifera's runoff; 		
CF | beside it is a broken old chair surrounded by dozens of wine bottles. 		
CF | In their glass, you see distorted the face of the Channelworks above 		
CF | and the fury of the Bilious Canal below. 		
CF | 		
CF | To the southeast, the aqueduct leads back to the mutant church. To the 		
CF | north, you can enter the bowels of the Channelworks. 		
CF | 		
CF | A tiny string of glistering black runs along the ground and disappears 		
CF | into the north pipe. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Terminal Vein Day Three 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Terminal Vein 		
CF | The candlelight dies here, where the aqueduct narrows. The ragged 		
CF | curtain hides a dark and dismal tunnel which bristles with rusted 		
CF | wires and broken pressure valves. And all around you, pale and 		
CF | half-formed, lurking in the crevices of your consciousness, are the 		
CF | spirits of the dead. 		
CF | 		
CF | You can follow the aqueduct south to the underground church, or 		
CF | northwest where it opens out onto the pouring rain. 		
CF | 		
CF | > 		DavidW says, "or the spirits, even"
Knight_Otu says (to ClubFloyd), "talk to spirits" 		
CF ] Terminal Vein Day Three 		
CF | > 		
CF | > TALK TO SPIRITS 		
CF | 		
CF | You have learned all they have to offer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Church of One Thousand Faces Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Church of One Thousand Faces 		
CF | You are in a massive subterranean chamber, dark but for glittering 		
CF | glyphs and candlelight. There are countless pipes and galvanic lines 		
CF | running from the city's workings into the heart of this chamber; and 		
CF | there a great sculpture rises, many-headed and many-armed, like a 		
CF | monstrous irradiated god. 		
CF | 		
CF | To the west is the passage back to the surface. To the north, an 		
CF | abandoned aqueduct leads to a Channelworks maintenance tunnel. 		
CF | 		
CF | A crowd of worshippers, all mutants, is kneeling before the sculpture 		
CF | in prayer. Patriarch Natos stands before them, overseeing the 		
CF | ceremony. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to natos" 		
CF ] Church of One Thousand Faces Day Three 		
CF | > 		
CF | > TALK TO NATOS 		
CF | 		
CF | He's already told you everything that you need to know. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Sixth of Aquaria, Auritum IV 		
CF | 		
CF | So this is the Channelworks. I've always dreamed of visiting, but I 		
CF | never imagined it would be like this. 		
CF | 		
CF | What killed you, Reden? What curse lurks in the bowels of this place? 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Explore the Channelworks 		
CF | ...and figure out how to open the hydraulic door 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | - It looks like the hydraulic door is automatically locked because the 		
CF | water pressure is currently unsafe. 		
CF | - I think the pistons on that console control the water pressure 		
CF | somehow. 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Church of One Thousand Faces Day Three 		
CF | 		
CF | 		
CF | Church of One Thousand Faces 		
CF | You are in a massive subterranean chamber, dark but for glittering 		
CF | glyphs and candlelight. There are countless pipes and galvanic lines 		
CF | running from the city's workings into the heart of this chamber; and 		
CF | there a great sculpture rises, many-headed and many-armed, like a 		
CF | monstrous irradiated god. 		
CF | 		
CF | To the west is the passage back to the surface. To the north, an 		
CF | abandoned aqueduct leads to a Channelworks maintenance tunnel. 		
CF | 		
CF | A crowd of worshippers, all mutants, is kneeling before the sculpture 		
CF | in prayer. Patriarch Natos stands before them, overseeing the 		
CF | ceremony. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Terminal Vein Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Terminal Vein 		
CF | The candlelight dies here, where the aqueduct narrows. The ragged 		
CF | curtain hides a dark and dismal tunnel which bristles with rusted 		
CF | wires and broken pressure valves. And all around you, pale and 		
CF | half-formed, lurking in the crevices of your consciousness, are the 		
CF | spirits of the dead. 		
CF | 		
CF | You can follow the aqueduct south to the underground church, or 		
CF | northwest where it opens out onto the pouring rain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Reden's Haunt 		
CF | In the shadow of the Channelworks is this little crumbling ledge, 		
CF | where the roof has caved in and rain batters stone. Here is a manhole, 		
CF | and a waterway heaving with the Hydra Aquifera's runoff; 		
CF | beside it is a broken old chair surrounded by dozens of wine bottles. 		
CF | In their glass, you see distorted the face of the Channelworks above 		
CF | and the fury of the Bilious Canal below. 		
CF | 		
CF | To the southeast, the aqueduct leads back to the mutant church. To the 		
CF | north, you can enter the bowels of the Channelworks. 		
CF | 		
CF | A tiny string of glistering black runs along the ground and disappears 		
CF | into the north pipe. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x valves" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X VALVES 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Terminal Vein Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Terminal Vein 		
CF | The candlelight dies here, where the aqueduct narrows. The ragged 		
CF | curtain hides a dark and dismal tunnel which bristles with rusted 		
CF | wires and broken pressure valves. And all around you, pale and 		
CF | half-formed, lurking in the crevices of your consciousness, are the 		
CF | spirits of the dead. 		
CF | 		
CF | You can follow the aqueduct south to the underground church, or 		
CF | northwest where it opens out onto the pouring rain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x valves" 		
CF ] Terminal Vein Day Three 		
CF | > 		
CF | > X VALVES 		
CF | 		
CF | Old fixtures ruptured by the weight of years, and never mended. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Reden's Haunt 		
CF | In the shadow of the Channelworks is this little crumbling ledge, 		
CF | where the roof has caved in and rain batters stone. Here is a manhole, 		
CF | and a waterway heaving with the Hydra Aquifera's runoff; 		
CF | beside it is a broken old chair surrounded by dozens of wine bottles. 		
CF | In their glass, you see distorted the face of the Channelworks above 		
CF | and the fury of the Bilious Canal below. 		
CF | 		
CF | To the southeast, the aqueduct leads back to the mutant church. To the 		
CF | north, you can enter the bowels of the Channelworks. 		
CF | 		
CF | A tiny string of glistering black runs along the ground and disappears 		
CF | into the north pipe. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Transfusion Pipe Scorpio 		
CF | You are in the belly of the beast now, in one of the many pipes that 		
CF | radiate from the Channelworks' pumping heart. Here the walls are 		
CF | sloped and plated in ancient sigiled brass, leaving you only a 		
CF | precarious steel catwalk to tread upon. Below and alongside you, 		
CF | rushing water flows, filling the pipe with a roaring echo like a 		
CF | tempestuous ocean. 		
CF | 		
CF | You can follow the pipe north or south. 		
CF | 		
CF | A black ribbon winds through a hairline crack in the brass plating, 		
CF | flowing in a steady drip from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hydromotive Control 		
CF | From this observation deck, you can see the grand scale of the 		
CF | operation of the Channelworks. A solid mass of machinery extends 		
CF | everywhere within this ancient building, filling its domed chambers 		
CF | and its high stone arches. Everywhere you look, pipes converge in a 		
CF | dizzying cacophony of hissing steam and flowing water, of whirling 		
CF | turbines and rolling metal drums. 		
CF | 		
CF | A foul-smelling tunnel leads out of the Channelworks to the south. 		
CF | 		
CF | There is a console here, and a hydraulic door to the east which stands 		
CF | out from all the others. The black trail flows from one of the leaking 		
CF | pipes near this door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x console" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X CONSOLE 		
CF | 		
CF | A grand table finished in rosewood and orichalcum. There are a myriad 		
CF | different needles and indicator bulbs, labeled with arcane symbols and 		
CF | organized with geometric precision. 		
CF | 		
CF | An inkstained memo has been left on one wing of the console. Beside 		
CF | it, there is a row of pistons with handles that can be pushed or 		
CF | pulled. 		
CF | 		
CF | Currently, the I piston is extended, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is extended, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		DavidW asks, "What if you use the endoscope on the manhole?"
		Knight_Otu says, "Oh, right, that thing."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Transfusion Pipe Scorpio 		
CF | You are in the belly of the beast now, in one of the many pipes that 		
CF | radiate from the Channelworks' pumping heart. Here the walls are 		
CF | sloped and plated in ancient sigiled brass, leaving you only a 		
CF | precarious steel catwalk to tread upon. Below and alongside you, 		
CF | rushing water flows, filling the pipe with a roaring echo like a 		
CF | tempestuous ocean. 		
CF | 		
CF | You can follow the pipe north or south. 		
CF | 		
CF | A black ribbon winds through a hairline crack in the brass plating, 		
CF | flowing in a steady drip from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Reden's Haunt 		
CF | In the shadow of the Channelworks is this little crumbling ledge, 		
CF | where the roof has caved in and rain batters stone. Here is a manhole, 		
CF | and a waterway heaving with the Hydra Aquifera's runoff; 		
CF | beside it is a broken old chair surrounded by dozens of wine bottles. 		
CF | In their glass, you see distorted the face of the Channelworks above 		
CF | and the fury of the Bilious Canal below. 		
CF | 		
CF | To the southeast, the aqueduct leads back to the mutant church. To the 		
CF | north, you can enter the bowels of the Channelworks. 		
CF | 		
CF | A tiny string of glistering black runs along the ground and disappears 		
CF | into the north pipe. 		
CF | 		
CF | > 		DavidW says, "maybe Reden wrote something down there."
Knight_Otu says (to ClubFloyd), "put endoscope in manhole" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > PUT ENDOSCOPE IN MANHOLE 		
CF | 		
CF | You take a peek with the endoscope, but it's too dark to make anything 		
CF | out from the outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hole" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > X HOLE 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		DavidW asks, "There was light inside the dead bodies?"
		DavidW asks, "Put lantern in manhole?"
		Knight_Otu asks, "I think the endoscope provided its own light?"
Knight_Otu says (to ClubFloyd), "put lantern in manhole" 		
CF ] Reden's Haunt Day Three 		
CF | > 		
CF | > PUT LANTERN IN MANHOLE 		
CF | 		
CF | If you dropped it in the manhole, you'd never be able to get it back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Transfusion Pipe Scorpio 		
CF | You are in the belly of the beast now, in one of the many pipes that 		
CF | radiate from the Channelworks' pumping heart. Here the walls are 		
CF | sloped and plated in ancient sigiled brass, leaving you only a 		
CF | precarious steel catwalk to tread upon. Below and alongside you, 		
CF | rushing water flows, filling the pipe with a roaring echo like a 		
CF | tempestuous ocean. 		
CF | 		
CF | You can follow the pipe north or south. 		
CF | 		
CF | A black ribbon winds through a hairline crack in the brass plating, 		
CF | flowing in a steady drip from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put endoscope in crack" 		
CF ] Transfusion Pipe Scorpio Day Three 		
CF | > 		
CF | > PUT ENDOSCOPE IN CRACK 		
CF | 		
CF | The winding black ribbon isn't something you can thread the endoscope 		
CF | into. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hydromotive Control 		
CF | From this observation deck, you can see the grand scale of the 		
CF | operation of the Channelworks. A solid mass of machinery extends 		
CF | everywhere within this ancient building, filling its domed chambers 		
CF | and its high stone arches. Everywhere you look, pipes converge in a 		
CF | dizzying cacophony of hissing steam and flowing water, of whirling 		
CF | turbines and rolling metal drums. 		
CF | 		
CF | A foul-smelling tunnel leads out of the Channelworks to the south. 		
CF | 		
CF | There is a console here, and a hydraulic door to the east which stands 		
CF | out from all the others. The black trail flows from one of the leaking 		
CF | pipes near this door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put endoscope in pipe" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUT ENDOSCOPE IN PIPE 		
CF | 		
CF | Which do you mean, the cacophonous pipes or the leaking black trail? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "leaking" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > LEAKING 		
CF | 		
CF | The leaking black trail isn't something you can thread the endoscope 		
CF | into. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x console" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > X CONSOLE 		
CF | 		
CF | A grand table finished in rosewood and orichalcum. There are a myriad 		
CF | different needles and indicator bulbs, labeled with arcane symbols and 		
CF | organized with geometric precision. 		
CF | 		
CF | An inkstained memo has been left on one wing of the console. Beside 		
CF | it, there is a row of pistons with handles that can be pushed or 		
CF | pulled. 		
CF | 		
CF | Currently, the I piston is extended, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is extended, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push piston i" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH PISTON I 		
CF | 		
CF | The I piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is extended, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push piston ii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH PISTON II 		
CF | 		
CF | The II piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is extended, the VII piston is extended, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push piston iv" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH PISTON IV 		
CF | 		
CF | The IV piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is retracted, the VII piston is extended, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push piston vii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH PISTON VII 		
CF | 		
CF | The VII piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is retracted, the VII piston is retracted, and the X piston is 		
CF | retracted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull piston x" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL PISTON X 		
CF | 		
CF | The X piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is retracted, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull piston vii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL PISTON VII 		
CF | 		
CF | The VII piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is retracted, the VII piston is extended, and the X piston is 		
CF | extended. 		
CF | 		
CF | The pressure lock on the door makes a grating sound. Now it says 		
CF | "HYDRAULIC PRESSURE BELOW SAFETY LIMITS." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push piston vii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH PISTON VII 		
CF | 		
CF | The VII piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is retracted, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | The pressure lock on the door makes a pinging sound. Now it says 		
CF | "HYDRAULIC PRESSURE ABOVE SAFETY LIMITS." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull piston iv" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL PISTON IV 		
CF | 		
CF | The IV piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is extended, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull piston ii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL PISTON II 		
CF | 		
CF | The II piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is extended, the IV 		
CF | piston is extended, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | The pressure lock on the door makes a grating sound. Now it says 		
CF | "HYDRAULIC PRESSURE BELOW SAFETY LIMITS." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push piston ii" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PUSH PISTON II 		
CF | 		
CF | The II piston retracts into the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is retracted, the II piston is retracted, the IV 		
CF | piston is extended, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | The pressure lock on the door makes a pinging sound. Now it says 		
CF | "HYDRAULIC PRESSURE ABOVE SAFETY LIMITS." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull piston i" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > PULL PISTON I 		
CF | 		
CF | The I piston extends out of the console with a weighty hiss. 		
CF | 		
CF | Now, the I piston is extended, the II piston is retracted, the IV 		
CF | piston is extended, the VII piston is retracted, and the X piston is 		
CF | extended. 		
CF | 		
CF | With a satisfying metallic click-click-clicking, the hydraulic door 		
CF | unlocks and telescopes open. 		
CF | 		
CF | > 		DavidW says, "hmph. We shouldn't have to blindly guess this."
		DavidW says, "oh. Congrats."
		MoyTravis says, "Wait so right now it's 1 & 4 & 10 v. 2 & 7...what even."
		Knight_Otu says, "I guess it's a game of high-low of some sorts."
		MoyTravis says, "Well ok fair 'nuff. I guess we're just supposed to twiddle them and hone in on the answer."
		Roger says, "Dealer stands on 17"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Hydromotive Control Day Three 		
CF | > 		
CF | > L 		
CF | 		
CF | Hydromotive Control 		
CF | From this observation deck, you can see the grand scale of the 		
CF | operation of the Channelworks. A solid mass of machinery extends 		
CF | everywhere within this ancient building, filling its domed chambers 		
CF | and its high stone arches. Everywhere you look, pipes converge in a 		
CF | dizzying cacophony of hissing steam and flowing water, of whirling 		
CF | turbines and rolling metal drums. 		
CF | 		
CF | A foul-smelling tunnel leads out of the Channelworks to the south. 		
CF | 		
CF | There is a console here, and a hydraulic door to the east which stands 		
CF | open. The black trail flows from one of the leaking pipes near this 		
CF | door. 		
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 ] Hydromotive Control Day Three 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Clandestine Laboratory 		
CF | It is dusky here, and cold. The walls are austere bunker-brass. 		
CF | Looming about are locked cabinets and metal crates stamped with 		
CF | esoteric ciphers; there is a laboratory counter that bristles with 		
CF | papers, alembics, syphons, the skeletons of mice, the detritus of 		
CF | knowledge. The floor is dirty and scuffed. The counter has been used 		
CF | recently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinets" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X CABINETS 		
CF | 		
CF | These look like filing cabinets for highly restricted treatises, the 		
CF | sort you would find in the Philosophers' animological research 		
CF | libraries. Each is labeled according to what you assume is a secret 		
CF | cataloguing system. All are physically locked and sealed by dozens of 		
CF | warding glyphs. 		
CF | 		
CF | There is one odd cabinet, though, that seems newer than the rest. The 		
CF | wards are the same, but the metal is a little less tarnished. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x odd cabinet" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X ODD CABINET 		
CF | 		
CF | This cabinet is a little less tarnished than the others. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wards" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X WARDS 		
CF | 		
CF | Harsh red triangles are inscribed in a lattice all over the cabinets. 		
CF | You're no sigiler, but you know a deadly defensive spell when you see 		
CF | one. 		
CF | 		
CF | > 		Knight_Otu says, "No scratching those out, I'm sure."
		DavidW says, "no."
Knight_Otu says (to ClubFloyd), "x crates" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X CRATES 		
CF | 		
CF | You recognize them as the type of crate used to transport dangerous 		
CF | substances. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ciphers" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X CIPHERS 		
CF | 		
CF | You have no idea what the symbols mean. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x counter" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X COUNTER 		
CF | 		
CF | A cold desk light illuminates dated scientific theses and yellowed 		
CF | medical reports. By the looming shadows of old alembics and syphons, 		
CF | there is a glass containment cage filled with skeletal corpses of 		
CF | mice. 		
CF | 		
CF | You feel like you need to investigate the items more closely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x reports" 		
CF | > 		
CF | > X REPORTS 		
CF | 		
CF | There are human, goblin, and mutant anatomical diagrams; skeletons, 		
CF | musculatures, and circulatory systems. And there are other diagrams: 		
CF | ones with concentric circles, amorphous cross-hatched zones, rays of 		
CF | differing magnitude. 		
Knight_Otu pushes the green 'space' button. 		
CF | differing magnitude.Slowly you realize what the diagrams are 		
CF | depicting. They are charts of the other light, the unseen light. They 		
CF | are meticulously measured and recorded diagrams of souls. 		
Knight_Otu pushes the green 'space' button. 		
CF | are meticulously measured and recorded diagrams of souls.Some are 		
CF | fulgurant and whole, looking much as the spirits in the aqueduct did. 		
CF | Others are fractured, like Reden's animus, and torn apart. 		
Knight_Otu pushes the green 'space' button. 		
CF | Others are fractured, like Reden's animus, and torn apart.The 		
CF | fractured souls are labeled "NOCTIS TEST RESULTS." 		
Knight_Otu pushes the green 'space' button. 		
CF | fractured souls are labeled "NOCTIS TEST RESULTS."There is some 		
CF | writing on the back of one of the reports. It reads: "I cannot do this 		
CF | anymore. My conscience weighs too heavily. Philosopher Scepter is no 		
CF | more and it is for the best that her atrocities are forgotten." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clandestine Laboratory Day Three 		
CF | more and it is for the best that her atrocities are forgotten."A line 		
CF | below it, in a newer hand: "You always were too cautious, Arturus, my 		
CF | friend." 		
CF | 		
CF | > 		Knight_Otu says, "Darnit."
Knight_Otu says (to ClubFloyd), "x line" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X LINE 		
CF | 		
CF | Your father gave you these tattoos when you were a young child, as is 		
CF | tradition in some alchemical families. Even now, the flowing, 		
CF | circuitous lines remind you of him. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cage" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X CAGE 		
CF | 		
CF | A box for the observation of small creatures. The insides are dirty 		
CF | and coated with fungus. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mice" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X MICE 		
CF | 		
CF | Parts of the ribcages are black and corroded, as if eaten from within. 		
CF | There are no animii that you can see. 		
CF | 		
CF | > 		DavidW asks, "endoscope?"
Knight_Otu says (to ClubFloyd), "put endoscope in cage" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > PUT ENDOSCOPE IN CAGE 		
CF | 		
CF | The glass containment cage is empty. 		
CF | 		
CF | > 		MoyTravis says, "1. eww 2. seems unnecessary 3. ok sure why not"
Knight_Otu says (to ClubFloyd), "put endoscope in mice" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > PUT ENDOSCOPE IN MICE 		
CF | 		
CF | The glass containment cage isn't open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x alembics" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X ALEMBICS 		
CF | 		
CF | Opaque liquids in warped glass. They look like solutions of bile left 		
CF | to stand, or perhaps what is left after oxygen is purged from blood. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x siphons" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X SIPHONS 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x syphons" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X SYPHONS 		
CF | 		
CF | Droppers, needles, and syringes, glistening and ruddy from recent use. 		
CF | 		
CF | You notice a protruding shape hidden behind the syphons, cleverly 		
CF | concealed in the clutter of the laboratory counter. 		
CF | 		
CF | > 		DavidW asks, "where is the ribbon on this side of the door?"
Knight_Otu says (to ClubFloyd), "x shape" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X SHAPE 		
CF | 		
CF | It's a small push-button. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ribbon" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > X RIBBON 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		Knight_Otu says, "I guess there's no leak visible here."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf20" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Clandestine Laboratory Day Three 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "Button probably opens the door out of here."
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Clandestine Laboratory Day Three 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | One of the cabinets swings open, revealing a secret passage to the 		
CF | east. 		
CF | 		
CF | > 		DavidW says, "I didn't see a second exit."
		Knight_Otu says, "There it is."
		DavidW says, "aha"
Knight_Otu says (to ClubFloyd), "journal" 		
CF ] Journal 		
CF | Sixth of Aquaria, Auritum IV 		
CF | 		
CF | I wish I never knew. I wish I'd never come here. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Investigate the laboratory and confirm your findings 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		MoyTravis says, "Whee button."
Knight_Otu pushes the green 'space' button. 		
CF ] Clandestine Laboratory Day Three 		
CF | 		
CF | 		
CF | Clandestine Laboratory 		
CF | It is dusky here, and cold. The walls are austere bunker-brass. 		
CF | Looming about are locked cabinets and metal crates stamped with 		
CF | esoteric ciphers; there is a laboratory counter that bristles with 		
CF | papers, alembics, syphons, the skeletons of mice, the detritus of 		
CF | knowledge. The floor is dirty and scuffed. The counter has been used 		
CF | recently 		
CF | 		
CF | You can go west to the hydromotive control room, or east through the 		
CF | open door of a false cabinet. 		
CF | 		
CF | > 		Roger says, "I don't really understand why this game is still going"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Noctis Storage Day Three 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Noctis Storage 		
CF | A freezing cold storage chamber not meant for the living. Desolate 		
CF | mist fills the aisles between banks of opaque black vats, which cast 		
CF | long and looming shadows in the flickering light. 		
CF | 		
CF | In the faint glow of floor-to-ceiling sigilwork, the silhouettes of 		
CF | isolation chambers are outlined along the walls. 		
CF | 		
CF | The exit is to the west. 		
CF | 		
CF | > 		MoyTravis asks, "...? Like why it's so long?"
Knight_Otu says (to ClubFloyd), "x chambers" 		
CF ] Noctis Storage Day Three 		
CF | > 		
CF | > X CHAMBERS 		
CF | 		
CF | Person-sized capsules with a single door and a small crystal window. 		
CF | You recognize them from the College laboratories for the study of 		
CF | infectious diseases. 		
CF | 		
CF | > 		Roger says, "It just feels like the story has already concluded"
Knight_Otu says (to ClubFloyd), "x sigilwork" 		
CF ] Noctis Storage Day Three 		
CF | > 		
CF | > X SIGILWORK 		
CF | 		
CF | It is a massive cooling system inscribed in mercury. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x vats" 		
CF | > 		
CF | > X VATS 		
CF | 		
CF | Huge alchemical storage vats. They are merciless pillars with empty 		
CF | visages. At first you think they are painted black. Then you look 		
CF | closer. 		
Knight_Otu pushes the green 'space' button. 		
CF | closer.The vats are filled with darkness. It is the ineffable 		
CF | blackness that you saw leaking from the pipes. It is the night that 		
CF | descends when you go to sleep or die. 		
Knight_Otu pushes the green 'space' button. 		
CF | descends when you go to sleep or die.It is broiling and it is seething 		
CF | and it hurts your eyes -- it hurts to see -- like looking 		
CF | into a hole in the fabric of the universe. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Day Three 		
CF | into a hole in the fabric of the universe.This is what you are looking 		
CF | at, in these massive, chilled storage vats. This is a laboratory for 		
CF | making more. 		
CF | 		
CF | > 		Knight_Otu asks, "So, not anima, but antima?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Noctis Storage Day Three 		
CF | > 		
CF | > L 		
CF | 		
CF | Noctis Storage 		
CF | A freezing cold storage chamber not meant for the living. Desolate 		
CF | mist fills the aisles between banks of opaque black vats, which cast 		
CF | long and looming shadows in the flickering light. 		
CF | 		
CF | In the faint glow of floor-to-ceiling sigilwork, the silhouettes of 		
CF | isolation chambers are outlined along the walls. 		
CF | 		
CF | The exit is to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chambers" 		
CF ] Noctis Storage Day Three 		
CF | > 		
CF | > X CHAMBERS 		
CF | 		
CF | Person-sized capsules with a single door and a small crystal window. 		
CF | You recognize them from the College laboratories for the study of 		
CF | infectious diseases. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Sixth of Aquaria, Auritum IV 		
CF | 		
CF | I wish I never knew. I wish I'd never come here. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Find someone to report your findings to 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Day Three 		
CF | 		
CF | 		
CF | Noctis Storage 		
CF | A freezing cold storage chamber not meant for the living. Desolate 		
CF | mist fills the aisles between banks of opaque black vats, which cast 		
CF | long and looming shadows in the flickering light. 		
CF | 		
CF | In the faint glow of floor-to-ceiling sigilwork, the silhouettes of 		
CF | isolation chambers are outlined along the walls. 		
CF | 		
CF | The exit is to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | You stumble back, away from the cold, away from the terrible 		
CF | nothingness that in those pillars broils. You are fumbling, 		
CF | looking for the exit, when -- 		
Knight_Otu pushes the green 'space' button. 		
CF | looking for the exit, when --"...someone there?" 		
Knight_Otu pushes the green 'space' button. 		
CF | looking for the exit, when --"...someone there?"You draw back, your 		
CF | heart racing. A voice rings through the Channelworks, and it is a 		
CF | familiar one. 		Knight_Otu asks, "Justinian?"
Knight_Otu pushes the green 'space' button. 		
CF | familiar one."Damned mutants," Doctor Serpens's murmuring echoes. 		
CF | "Who's there? Identify yourself!" 		DavidW says, "uh-oh."
Knight_Otu pushes the green 'space' button. 		
CF | "Who's there? Identify yourself!"There is a loud hiss from the 		
CF | hydromotive control room. For a moment you hear nothing. Then it is 		
CF | there: the cold, atonal clanging of footfalls on metal, drawing closer 		
CF | and closer to where you are. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Day Three 		
CF | and closer to where you are.You need to hide. Now. 		
CF | 		
CF | > 		DavidW asks, "Hide where?"
Knight_Otu says (to ClubFloyd), "enter chamber" 		
CF | > 		
CF | > ENTER CHAMBER 		
CF | 		
CF | They're small, they're hidden, they're difficult to see into... they 		
CF | will have to be enough. 		DavidW asks, "In the vats of DARKNESS?"
Knight_Otu pushes the green 'space' button. 		
CF | will have to be enough.You pick one of the isolation chambers at 		
CF | random, opening the pressurized door with a hiss before sealing 		
CF | yourself inside. The door closes on you. The room warps and bends 		
CF | through the prism of its tiny window. The sarcophagus shuts. 		
Knight_Otu pushes the green 'space' button. 		
CF | through the prism of its tiny window. The sarcophagus shuts.You snuff 		
CF | your animus lantern and crouch down as low as you can, huddled in the 		
CF | horrible, sinking darkness. The seconds stretch on as you listen to 		
CF | that muffled thumping, thumping, thumping, drawing ever closer and 		
CF | closer in the outside world. 		
Knight_Otu pushes the green 'space' button. 		
CF | closer in the outside world.Here he comes. 		
Knight_Otu pushes the green 'space' button. 		
CF | closer in the outside world.Here he comes.The floor reverberates dully 		
CF | with the impact of his passing. A second passes, and there is another 		
CF | footstep; and then another second, with an almost interminable held 		
CF | breath between. The darkness closes in on you, and the cold seems to 		
CF | worm its way into your fingers, and you bite down on the scream-sob 		
CF | that threatens to escape your lungs as a shadow flits momentarily 		
CF | across the glass. 		
Knight_Otu pushes the green 'space' button. 		
CF | across the glass.It is torturous. And it does not end -- it will not 		
CF | end. You dare not come out, because you can see nothing, feel nothing. 		
CF | You hear nothing but those plodding footfalls, which will not 		
CF | leave. You taste nothing but the stifling dampness of your own 		
CF | exhalation. 		DavidW says, "This won't be good."
Knight_Otu pushes the green 'space' button. 		
CF | exhalation.You are beginning to wonder if you will die here. 		
Knight_Otu pushes the green 'space' button. 		
CF | exhalation.You are beginning to wonder if you will die here.And then 		
CF | you hear him. 		
Knight_Otu pushes the green 'space' button. 		
CF | you hear him."...what... doing here..." 		
Knight_Otu pushes the green 'space' button. 		
CF | you hear him."...what... doing here...""...Justinian, boy! What... 		
CF | permission from the inquest..." 		
Knight_Otu pushes the green 'space' button. 		
CF | permission from the inquest...""I don't need your damned permission, 		
CF | Doctor. What in the name of Reason..." 		
Knight_Otu pushes the green 'space' button. 		
CF | Doctor. What in the name of Reason..."He's outside. Oh, Primes. 		
Knight_Otu pushes the green 'space' button. 		
CF | Doctor. What in the name of Reason..."He's outside. Oh, Primes.You 		
CF | stand up in the chamber, very, very slowly, making sure that you are 		
CF | out of the thin light streaming through the crystal window. Then you 		
CF | brace yourself against the door and put one eye to the scene in the 		
CF | warped glass. 		
Knight_Otu pushes the green 'space' button. 		
CF | warped glass.You see the receding shape of Doctor Serpens's coat. He 		
CF | steps out of the room, arguing with an adversary just out of earshot. 		
CF | The argument dies down, and you hear the distant echo of footfalls 		
CF | fading into noise. 		
Knight_Otu pushes the green 'space' button. 		
CF | fading into noise.Then Justinian comes into the room, his coat 		
CF | billowing, his eyes flashing. It is almost as though you can see 		
CF | firelight following him. He stops in the room and looks around, 		
CF | clearly distraught. 		
Knight_Otu pushes the green 'space' button. 		
CF | clearly distraught."Marid?" he yells. "Are you there? Marid?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Talking to Justinian 		
CF | clearly distraught."Marid?" he yells. "Are you there? Marid?"1) 		
CF | "Justinian?" 		
CF | 2) <Remain hidden.> 		
CF | 		
CF | > 		Knight_Otu says, "Well..."
		DavidW asks, "Why is Justinian there at all?"
		Knight_Otu says, "That's a good question."
		DavidW asks, "How does he know we're here? Does he have a tracer on us?"
		Knight_Otu says, "It *sounds* like he's here on official business against Serpens, but..."
		MoyTravis says, "Or he's the bad guy, like you expected."
		Roger says, "He's been yelling that for the last 10 hours"
		MoyTravis asks, "Anyways let's be quiet?"
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You stare out of the window with bated breath, not quite able to 		
CF | believe your eyes. 		
CF | 		
CF | Justinian's face is twisted with the specter of anguish. He looks 		
CF | around, but he does not see you. He paces through the freezing aisles, 		
CF | clutching his coat close to his shivering shoulders as he scans the 		
CF | corners and the shadows. 		DavidW says, "I dunno. Quiet might mean dying in this coffin."
Knight_Otu pushes the green 'space' button. 		
CF | corners and the shadows."Marid, Marid, Marid," he says, in a voice 		
CF | that is almost cracked from grief. "Please... Marid... tell me you're 		
CF | here." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Talking to Justinian 		
CF | here." 		
CF | 1) "Justinian?" 		
CF | 2) <Remain hidden.> 		
CF | 		
CF | > 		MoyTravis says, "I'm voting just hide until he leaves."
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You dare not emerge, but you feel tears welling up in your eyes. 		
CF | 		
CF | You watch as Justinian painstakingly searches the room, sometimes 		
CF | sobbing, sometimes begging for a sign. His hands are shaking as he 		
CF | struggles with the glyphs on the isolation chambers. He opens one only 		
CF | to find it empty, and slams the door shut with a scream of 		
CF | frustration. 		DavidW asks, "And if he doesn't leave?"
Knight_Otu pushes the green 'space' button. 		
CF | frustration."Please, Marid, please," he repeats hoarsely. "Please be 		
CF | okay. I can't lose you. I can't lose you..." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Talking to Justinian 		
CF | okay. I can't lose you. I can't lose you..."You are beginning to feel 		
CF | horrible. 		
CF | 		
CF | 1) "Justinian?" 		
CF | 2) <Remain hidden.> 		
CF | 		
CF | > 		MoyTravis says, "I mean. He'll have a fun time searching all the chambers then."
		Knight_Otu asks, "Another go at driving him mad?"
		DavidW says, "I don't know how he could possibly know we're here."
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Noctis Storage Talking to Justinian 		
CF | > 		
CF | > 2 		
CF | 		
CF | He goes around the room, opening and closing each isolation chamber in 		
CF | turn, calling your name over and over with such despair that you can't 		
CF | take it any longer. You just can't. 		
CF | 		
CF | There are some things that you have to do. 		
CF | 		
CF | 1) "Justinian?" 		
CF | 		
CF | > 		Knight_Otu says, "Okay, okay."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Justinian?" 		
CF | 		
CF | Your voice is a thin thread, a whisper that must be almost inaudible 		
CF | from outside the walls of your prison. But if it is a whisper, it is 		
CF | one with the power of a lightning bolt. 		
Knight_Otu pushes the green 'space' button. 		
CF | one with the power of a lightning bolt.Justinian stands bolt upright, 		
CF | and his eyes widen and he looks around madly. 		
Knight_Otu pushes the green 'space' button. 		
CF | and his eyes widen and he looks around madly."Marid!" he says. "Marid? 		
CF | Marid, is that you?" 		
Knight_Otu pushes the green 'space' button. 		
CF | Marid, is that you?""Justinian. I'm here." 		
Knight_Otu pushes the green 'space' button. 		
CF | Marid, is that you?""Justinian. I'm here."You tap the safety release 		
CF | glyph and the door opens. With a hiss the cool air rushes in, and the 		
CF | light, and a feeling of relief like a held breath finally letting go. 		
Knight_Otu pushes the green 'space' button. 		
CF | light, and a feeling of relief like a held breath finally letting 		
CF | go.Justinian takes a couple of steps forward and embraces you. His 		
CF | dirty cheeks are stained with tears. 		DavidW says, "hoo-boy"
Knight_Otu pushes the green 'space' button. 		
CF | dirty cheeks are stained with tears.You feel weightless with 		
CF | Justinian's arms wrapped around you. He is close, and he is warm, and 		
CF | his heart is filled with fire. A part of you notifies your conscious 		
CF | mind that your cheeks are burning. But the embarrassment is less, 		
CF | somehow, after you have already died once. 		
Knight_Otu pushes the green 'space' button. 		
CF | somehow, after you have already died once."Marid," he murmurs, almost 		
CF | under his breath. "I've been looking everywhere for you. Do you know 		
CF | how insane this is? You could have died." 		
Knight_Otu pushes the green 'space' button. 		
CF | how insane this is? You could have died.""I know," you say. "I know. 		
CF | Listen --" 		
Knight_Otu pushes the green 'space' button. 		
CF | Listen --""Marid, it's not safe here. You need to --" 		
Knight_Otu pushes the green 'space' button. 		
CF | Listen --""Marid, it's not safe here. You need to --""Justinian, 		
CF | listen to me," you say. "I've found the source of the contagion. It's 		
CF | being produced right here in this laboratory. There's a stack of 		
CF | research notes on that desk. You need to tell the inquest to get a 		
CF | team down here so that... so that..." 		
Knight_Otu pushes the green 'space' button. 		
CF | team down here so that... so that..."Something is wrong. 		
Knight_Otu pushes the green 'space' button. 		
CF | team down here so that... so that..."Something is wrong.Justinian's 		
CF | demeanor has not changed. He has shown no surprise, no reaction apart 		
CF | from his concern. 		
Knight_Otu pushes the green 'space' button. 		
CF | from his concern.You try to pull away, but you cannot. His embrace has 		
CF | turned rigid. 		DavidW says, "He already knows."
		Roger says, "awww nuts"
		Knight_Otu says, "Yeah."
Knight_Otu pushes the green 'space' button. 		
CF | turned rigid.You look up, and his eyes sear into yours like dark 		
CF | sunsets. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Talking to Justinian 		
CF | sunsets. 		
CF | 1) "Justinian?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Noctis Storage Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Justinian?" 		
CF | 		
CF | "Yes, Marid?" His voice is soft. 		
CF | 		
CF | 1) "What's going on?" 		
CF | 2) "Why are you here?" 		
CF | 3) "You already know, don't you?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "You already know, don't you?" 		
CF | 		
CF | Those unreadable eyes of his flicker across your face. Slowly, very 		
CF | slowly, he inclines his head in a nod. 		
Knight_Otu pushes the green 'space' button. 		
CF | slowly, he inclines his head in a nod."I do." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Noctis Storage Talking to Justinian 		
CF | slowly, he inclines his head in a nod."I do."You begin to feel 		
CF | something creeping in your heart. It is a kind of pain. 		
CF | 		
CF | 1) "How long have you known?" 		
CF | 2) "Why didn't you tell me?" 		
CF | 3) "...What else have you not told me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Noctis Storage Talking to Justinian 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How long have you known?" 		
CF | 		
CF | Justinian's lips tighten with sadness, with unspoken regret. 		
CF | 		
CF | "A long time," he says, very quietly. "I had hoped to be the one to 		
CF | tell you." 		
CF | 		
CF | 1) "Why didn't you tell me?" 		
CF | 2) "...What else have you not told me?" 		
CF | 		
CF | > 		DavidW says, "Bad boy."
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | There is a sense of a voice in the back of your mind that has been 		
CF | silenced, for a long time, and which you are only now able to hear. 		
CF | Now it is telling you something you had never wished to believe could 		
CF | be true. 		
Knight_Otu pushes the green 'space' button. 		
CF | be true.For perhaps the first time you look at Doctor Justinian, and 		
CF | in the other-light that follows him, you see it. 		
Knight_Otu pushes the green 'space' button. 		
CF | in the other-light that follows him, you see it."...What else 		
CF | have you not told me?" you say. 		
Knight_Otu pushes the green 'space' button. 		
CF | have you not told me?" you say."You still aren't ready," Justinian 		
CF | whispers. "There's so much I wanted to tell you, Marid. If only --" 		
Knight_Otu pushes the green 'space' button. 		
CF | whispers. "There's so much I wanted to tell you, Marid. If only --""If 		
CF | only what?" 		
Knight_Otu pushes the green 'space' button. 		
CF | only what?"There is no more warmth in his embrace -- only a 		
CF | kind of sickening smoldering hurt that makes you want to throw up. You 		
CF | shove him with such force that he lets you go, and you stumble into 		
CF | the cold brass of the isolation chamber at your back. He looks away. 		
CF | His brow is furrowed with pain. Sorrow. 		
Knight_Otu pushes the green 'space' button. 		
CF | His brow is furrowed with pain. Sorrow."I wish I didn't have to do 		
CF | this," he says. "I promise, Marid. I promise that one day you will 		
CF | forgive me." 		
Knight_Otu pushes the green 'space' button. 		
CF | forgive me.""Justinian, what have you done?" 		
Knight_Otu pushes the green 'space' button. 		
CF | forgive me.""Justinian, what have you done?""One day you will 		
CF | forgive me," he repeats, and then he lunges at you with a cloth in his 		
CF | hand, and 		
Knight_Otu pushes the green 'space' button. 		
CF | hand, andyou can't breathe, and your vision swims and 		
Knight_Otu pushes the green 'space' button. 		
CF | hand, andyou can't breathe, and your vision swims andthe world ceases 		
CF | to be but for 		
Knight_Otu pushes the green 'space' button. 		
CF | to be but forshadows cast in 		
Knight_Otu pushes the green 'space' button. 		
CF | to be but forshadows cast inflame. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | D A Y F O U R 		DavidW says, "oh, you bastard"
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | The weather is cool outside, and Father is gardening. 		
Knight_Otu pushes the green 'space' button. 		
CF | The weather is cool outside, and Father is gardening.The towers of the 		
CF | Lake District are silvery bronze against the sky. The streamers on the 		
CF | balcony sway with a late-afternoon wind. You watch as Father reaches 		
CF | into the bucket and pulls out a fully grown pigeon, which struggles 		
CF | and twitches in his grip. 		DavidW asks, "Back to daddy-vision, eh?"
Knight_Otu pushes the green 'space' button. 		
CF | and twitches in his grip."Why do we have to bury the pigeons?" you 		
CF | ask. 		
Knight_Otu pushes the green 'space' button. 		
CF | ask.Father turns to you and smiles warmly as he holds the scalpel in 		
CF | his hand. 		
Knight_Otu pushes the green 'space' button. 		
CF | his hand."So they will make the flowers grow," he says. He slits the 		
CF | pigeon's throat with a quick and brutal motion, and black blood pours 		
CF | from the wound, staining the soil in the pot with the dark, viscous 		
CF | consistency of ink. 		
Knight_Otu pushes the green 'space' button. 		
CF | consistency of ink.Father buries the pigeon in the pot, and as he 		
CF | covers its body with cold black soil, you feel a fog coming over 		
CF | your mind and something wet and clammy pressing into you, and 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | Your head hurts. 		
Knight_Otu pushes the green 'space' button. 		
CF | Your head hurts.It's hard to think. Your body is numb and prickly all 		
CF | over. You're hungry and thirsty, and the back of your throat tastes 		
CF | like bitter wine. 		
Knight_Otu pushes the green 'space' button. 		
CF | like bitter wine.You try to move your arms and legs, only to realize 		
CF | they have been bound. You rock experimentally and find yourself tied 		
CF | to a chair. Rope bindings chafe and dig into your skin. 		
Knight_Otu pushes the green 'space' button. 		
CF | to a chair. Rope bindings chafe and dig into your skin.It is dark; 		
CF | very dark. But then you remember, and you force yourself to wake up so 		
CF | you can see the other light. It works for you, after a 		
CF | fashion. 		
Knight_Otu pushes the green 'space' button. 		
CF | fashion.You see your breath, swirling around in the 		
CF | nothingness, catching the emanations of your weakly glimmering animus. 		
CF | There are motes and sparks trailing from above, probably the 		
CF | afterimage of some ceiling light seared into the fabric of the veil. 		
Knight_Otu pushes the green 'space' button. 		
CF | afterimage of some ceiling light seared into the fabric of the 		
CF | veil.And you see him. 		
Knight_Otu pushes the green 'space' button. 		
CF | veil.And you see him.He switches on the light. It's blinding; 		
CF | you reflexively squeeze your eyes shut. You feel the rhythm of his 		
CF | heart, the unevenness of his exhalation, as he draws closer. He kneels 		
CF | down right next to you and presses a bowl of warm porridge to your 		
CF | lips. 		
Knight_Otu pushes the green 'space' button. 		
CF | lips."Go on," comes the soft voice of Doctor Justinian. "Drink up." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | lips."Go on," comes the soft voice of Doctor Justinian. "Drink 		
CF | up."1) <Drink.> 		
CF | 2) <Don't drink.> 		
CF | 		
CF | > 		Knight_Otu asks, "I suspect we#ll have to, but 2?"
		MoyTravis asks, "We may as well he's not gonna poison us?"
		DavidW says, "yeah, we weren't allowed to hide forever."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You gaze into the bowl. It's millet porridge that smells like it's 		
CF | fresh from the stove. There are almonds in it, and an egg, and a bit 		
CF | of honey. It smells exactly like the fare you used to have at the 		
CF | Physicians' College. 		
CF | 		
CF | Like the fare that your father used to make. 		
Knight_Otu pushes the green 'space' button. 		
CF | Like the fare that your father used to make.Tears run down your cheeks 		
CF | as you lap up the porridge. Justinian holds the bowl to your mouth as 		
CF | you finish your meal. Then he takes a handkerchief out of his pocket 		
CF | and delicately dabs around your lips. 		
Knight_Otu pushes the green 'space' button. 		
CF | and delicately dabs around your lips.You cannot bear to look at your 		
CF | captor any longer. You turn away, shoving his hand aside with the 		
CF | motion. 		
Knight_Otu pushes the green 'space' button. 		
CF | motion."What's wrong?" he asks. 		Knight_Otu exclaims, "You really need to ask?!"
Knight_Otu pushes the green 'space' button. 		
CF | motion."What's wrong?" he asks.Everything is wrong. But in a way that 		
CF | you cannot describe. Your heart sinks as it hits you -- the full 		
CF | ramifications of what has happened, and what is now happening. You 		
CF | feel as though your head is spinning and the world is slipping away. 		DavidW asks, "uh, seriously, Justinian?"
Knight_Otu pushes the green 'space' button. 		
CF | feel as though your head is spinning and the world is slipping 		
CF | away."Justinian," you whisper. "Please. Don't... don't do this." 		
Knight_Otu pushes the green 'space' button. 		
CF | away."Justinian," you whisper. "Please. Don't... don't do 		
CF | this.""Marid..." 		
Knight_Otu pushes the green 'space' button. 		
CF | this.""Marid..."There is warmth in his voice still, like a fireplace 		
CF | in the evening. But there is also pain, and anger. 		
Knight_Otu pushes the green 'space' button. 		
CF | in the evening. But there is also pain, and anger.Justinian walks up 		
CF | to you and grabs your chin. He forces you to look at him. His jaw is 		
CF | set; his brow is furrowed with sorrow. 		
Knight_Otu pushes the green 'space' button. 		
CF | set; his brow is furrowed with sorrow."Marid." 		
Knight_Otu pushes the green 'space' button. 		
CF | set; his brow is furrowed with sorrow."Marid.""Please," you beg. 		
CF | "Please..." 		
Knight_Otu pushes the green 'space' button. 		
CF | "Please..."Slowly, he releases his grip. He turns around, clenching 		
CF | and unclenching his fists. There is silence for a long moment before 		
CF | he speaks again. 		
Knight_Otu pushes the green 'space' button. 		
CF | he speaks again."I don't understand." His voice is low. "I'm just 		
CF | trying to help you. Why do you keep struggling, Marid? Why do 		
CF | you force yourself to suffer?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | you force yourself to suffer?" 		
CF | 1) "Where have you taken me?" 		
CF | 2) "Why have you tied me to a chair?" 		
CF | 3) "Did you do it, Justinian? Did you kill all those people?" 		
CF | 		
CF | > 		Roger says, "for someone who was all "haha I've survived Death so I'm not afraid of nothing" we've suddenly become pretty whiny about things"
		DavidW says, "well, we're still half in love with the rotter."
		MoyTravis says, "I mean "being afraid of death" and "being distraught that your crush is a mass-murderer" are kinda different."
		Knight_Otu says, "It's true."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Where have you taken me?" 		
CF | 		
CF | Justinian sighs. You watch the particles of his breath swirl 		
CF | dispassionately in the air. 		
Knight_Otu pushes the green 'space' button. 		
CF | dispassionately in the air."You're safe, Marid," he says. "If you must 		
CF | know, we are still in the Channelworks. Not far from where I knocked 		
CF | you out. But this time, Doctor Serpens will not find you. The 		
CF | quarantine enforcers will not find you. Here we are in a safe space, 		
CF | where no one will break down your door, or hurt you, or threaten you 		
CF | again." 		
Knight_Otu pushes the green 'space' button. 		
CF | again.""I would feel safer if you let me go," you say. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | again.""I would feel safer if you let me go," you say.Justinian shakes 		
CF | his head. "Marid... when will you learn to trust me? I will not hurt 		
CF | you, Marid. I could never hurt you." 		
CF | 		
CF | 1) "Why have you tied me to a chair?" 		
CF | 2) "Did you do it, Justinian? Did you kill all those people?" 		
CF | 		
CF | > 		Knight_Otu says, "You already have, J."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Why have you tied me to a chair?" 		
CF | 		
CF | "Marid." He pauses. "You must understand that I take no pleasure in 		
CF | doing this. I wish that I did not have to treat you like... like a 		
CF | common asylum patient. But you are not ready. 		
Knight_Otu pushes the green 'space' button. 		
CF | common asylum patient. But you are not ready."I know that you 		
CF | hate me, Marid. You must hate me, after what I have done. But if I 		
CF | were to let you go free, you would run at the first opportunity. You 		
CF | would undermine everything that I have worked to accomplish." 		
Knight_Otu pushes the green 'space' button. 		
CF | would undermine everything that I have worked to accomplish."He looks 		
CF | at you with a fire in his eyes. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | at you with a fire in his eyes."I can't let that happen." 		
CF | 		
CF | 1) "Did you do it, Justinian? Did you kill all those people?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | The air is heavy in the chamber, the rope bindings like leaden weights 		
CF | upon your skin. You can hear Justinian's quiet breathing; feel the 		
CF | labored pulse of your own heartbeat, and how the contractions and 		
CF | releases mark the passage of the hours. 		
Knight_Otu pushes the green 'space' button. 		
CF | releases mark the passage of the hours."Did you do it, Justinian?" you 		
CF | ask, very softly. "Did you kill all those people?" 		
Knight_Otu pushes the green 'space' button. 		
CF | ask, very softly. "Did you kill all those people?"Justinian turns away 		
CF | from you and begins to pace. His eyes are dark; his hands are 		
CF | trembling. 		
Knight_Otu pushes the green 'space' button. 		
CF | trembling.He is searching for the right words, like a lyrist trying to 		
CF | grasp the pain in his heart. 		
Knight_Otu pushes the green 'space' button. 		
CF | grasp the pain in his heart."Do you remember the Physicians' College?" 		
CF | he murmurs. "Not so long ago, when we were young and foolhardy, and 		
CF | thought we could learn the origins of life. When we believed we could 		
CF | change the world." 		
Knight_Otu pushes the green 'space' button. 		
CF | change the world."He turns around and gazes into the distance. He 		
CF | sighs. He begins again. His voice is quieter now, drawn tightly like a 		
CF | bowstring. 		
Knight_Otu pushes the green 'space' button. 		
CF | bowstring."The Physicians' College lied to us, Marid. We were fools. 		
Knight_Otu pushes the green 'space' button. 		
CF | bowstring."The Physicians' College lied to us, Marid. We were 		
CF | fools."Think, Marid. Humor me for a moment. We are both the 		
CF | apprentices of doctors. We have seen death aplenty. How many times has 		
CF | Doctor Cavala succeeded? And how many times has she failed? How many 		
CF | patients of yours have slipped away, no matter how much you tried to 		
CF | save them?" 		
Knight_Otu pushes the green 'space' button. 		
CF | save them?"His gloved hands ball into fists. 		
Knight_Otu pushes the green 'space' button. 		
CF | save them?"His gloved hands ball into fists."Do you want to know the 		
CF | truth, Marid?" he says. "Let me tell you the truth. The truth is that 		
CF | death will happen with or without us. By illness, by injury, by old 		
CF | age, it hardly matters. The truth is that all our reason, all our 		
CF | years of learning -- they are nothing in the face of Death. 		MoyTravis says, "We've been on the job, like, four days? Only one, actually."
		Roger says, "they called me MAD! ME! MAD!! for some reason"
Knight_Otu pushes the green 'space' button. 		
CF | years of learning -- they are nothing in the face of 		
CF | Death."We cannot change the world. We cannot even save lives. All we 		
CF | do, Marid, is lie to ourselves. All we do is prolong the suffering, 		
CF | the uncertainty, before the fire and light of existence turn to ash." 		
Knight_Otu pushes the green 'space' button. 		
CF | the uncertainty, before the fire and light of existence turn to 		
CF | ash."There are tears glistening in Justinian's eyes, but his gaze does 		
CF | not waver as he speaks to you. You find that you cannot look away. 		
Knight_Otu pushes the green 'space' button. 		
CF | not waver as he speaks to you. You find that you cannot look 		
CF | away."Listen to me, Marid," he says. "For four years we have known 		
CF | each other. You know me. You know that I am a principled man, and 		
CF | educated in the ars vitalis. I have sworn to do no harm. I 		
CF | have always upheld Reason. 		
Knight_Otu pushes the green 'space' button. 		
CF | have always upheld Reason."And I know you, Marid. I know that you see 		
CF | what others do not. I know that you have experienced more loss than 		
CF | anyone. Marid, you are the one person who could possibly 		
CF | understand what I relate to you now. 		
Knight_Otu pushes the green 'space' button. 		
CF | understand what I relate to you now."I tell you this because I trust 		
CF | you, and I know you, and... and I... I love you. I love you, 		
CF | Marid. I always have. 		Knight_Otu says, "If you love me, set me free. Then see if I return to you."
		DavidW says, "We're still dancing around the point of this exercise."
Knight_Otu pushes the green 'space' button. 		
CF | Marid. I always have."So listen to me. Listen to me, Marid. 		
CF | Listen to me when I say that there is no use going in circles, trying 		
CF | and trying only to fail and fail again. Listen to me when I say that 		
CF | something has to change. That is why we have to do away with 		
CF | the old, and we have to tear out the rot, and we have to act. 		
Knight_Otu pushes the green 'space' button. 		
CF | the old, and we have to tear out the rot, and we have to 		
CF | act."You asked me, Marid, if I killed those people. I didn't 		
CF | answer your question because you weren't ready. I never told you 		
CF | because... because perhaps deep down, I always knew that it would come 		
CF | to this, with one of us tied to a chair. 		MoyTravis says, "Man what even is your plan dude."
Knight_Otu pushes the green 'space' button. 		
CF | to this, with one of us tied to a chair."But now, Marid... now you 		
CF | know. Now I have told you the truth. And perhaps now you will 		
CF | understand when I tell you the answer to your question. 		DavidW asks, "Is he trying to kill Death?"
		Roger says, "1. Kill lotsa people. 3. PROFIT"
Knight_Otu pushes the green 'space' button. 		
CF | understand when I tell you the answer to your question."I killed those 		
CF | people, Marid. I found Doctor Arturus's weapon, and I brought it back 		
CF | from the grave, and now it is my scalpel to wield. 		
Knight_Otu pushes the green 'space' button. 		
CF | from the grave, and now it is my scalpel to wield."No one can fight 		
CF | Death, Marid. That is why it is the only thing with the power to 		
CF | change the world." 		
Knight_Otu pushes the green 'space' button. 		
CF | change the world."Justinian grips your shoulders and gazes at you, and 		
CF | you feel like you are about to cry. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | you feel like you are about to cry. 		
CF | 1) "Why did you kill Reden?" 		
CF | 2) "Why did you kill Creditor Nacarat and the thugs?" 		
CF | 3) "Why did you kill Doctor Arturus?" 		
CF | 4) "Why did you start the epidemic?" 		
CF | 5) "Why did Carnicer try to kill me and Doctor Cavala?" 		
CF | 6) "How much does Doctor Serpens know?" 		
CF | 7) <Change the subject.> "What will you do with me now?" 		
CF | 		
CF | > 		MoyTravis asks, "Top to bottom?"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Why did you kill Reden?" 		
CF | 		
CF | "Reden? You must mean the drunkard." 		
CF | 		
CF | Justinian places his hands on his hips and starts to pace. 		
Knight_Otu pushes the green 'space' button. 		
CF | Justinian places his hands on his hips and starts to pace."He was..." 		
CF | he begins. "He was an unfortunate casualty. He kept coming to the 		
CF | outflow of the Channelworks. He tripped our alarm sigils. At first I 		
CF | believed he had discovered something. 		DavidW says, "sure."
Knight_Otu pushes the green 'space' button. 		
CF | believed he had discovered something."In the end, we decided to let 		
CF | him drink in peace. But we were careless. One of our Noctis tanks... 		
CF | sprung a leak." 		Roger asks, "I hope the answer to every single one is "What? Have you even been paying attention?"
Knight_Otu pushes the green 'space' button. 		
CF | sprung a leak."You recall the thin black strand that led you from 		
CF | Reden's haunt to the storage room. 		
Knight_Otu pushes the green 'space' button. 		
CF | Reden's haunt to the storage room.Justinian lowers his eyes. "It was a 		
CF | hairline fracture. I didn't notice until it was too late. By then, he 		
CF | had already been exposed." 		
Knight_Otu pushes the green 'space' button. 		
CF | had already been exposed.""Then Reden's death... was an accident?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | had already been exposed.""Then Reden's death... was an 		
CF | accident?"Justinian folds his arms. "I would have taken more 		
CF | precautions in hindsight. I don't... Perhaps he didn't deserve to die. 		
CF | But I knew the risks when I set out to do this. If a few accidents are 		
CF | the cost of changing the world... so be it." 		
CF | 		
CF | 1) "Why did you kill Creditor Nacarat and the thugs?" 		
CF | 2) "Why did you kill Doctor Arturus?" 		
CF | 3) "Why did you start the epidemic?" 		
CF | 4) "Why did Carnicer try to kill me and Doctor Cavala?" 		
CF | 5) "How much does Doctor Serpens know?" 		
CF | 6) <Change the subject.> "What will you do with me now?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Why did you kill Creditor Nacarat and the thugs?" 		
CF | 		
CF | "Why?" Justinian looks almost surprised. "Marid, you've been all over 		
CF | the Channelworks District. You know the Greater Corindia Trading 		
CF | Company, don't you? They are criminals, Marid. They are parasites. 		
CF | They are the worst aspects of society congealed into a tumor." 		MoyTravis says, "No it's going to be a series of "I was FORCED by them to REGRETFULLY take their lives by them being such TERRIBLE PEOPLE""
Knight_Otu pushes the green 'space' button. 		
CF | They are the worst aspects of society congealed into a tumor.""They 		
CF | don't kill people with biological weapons." 		Roger says, "You're right again"
		MoyTravis says, "Other than Reden, who I guess was just "our QC sux""
		Knight_Otu says, ""STOP MAKING ME KILL YOU!""
Knight_Otu pushes the green 'space' button. 		
CF | don't kill people with biological weapons.""Marid, Doctor Arturus was 		
CF | in debt to them." Justinian's eyes flash. "You weren't there, Marid. 		
CF | You don't know what they did. What they were capable of. Scum like 		
CF | that doesn't deserve to... to even breathe the same air as us. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | that doesn't deserve to... to even breathe the same air as us."When I 		
CF | needed test subjects for Noctis, I didn't have to think twice. Nacarat 		
CF | and his goons were the first ones to die because I knew the 		
CF | Channelworks District would be a better place without them." 		
CF | 		
CF | 1) "Why did you kill Doctor Arturus?" 		
CF | 2) "Why did you start the epidemic?" 		
CF | 3) "Why did Carnicer try to kill me and Doctor Cavala?" 		
CF | 4) "How much does Doctor Serpens know?" 		
CF | 5) <Change the subject.> "What will you do with me now?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Why... why did you kill Doctor Arturus?" 		
CF | 		
CF | Justinian's face darkens, and he turns away. 		
CF | 		
CF | "Arturus..." 		
Knight_Otu pushes the green 'space' button. 		
CF | "Arturus..."He gazes contemplatively at his hands. 		
Knight_Otu pushes the green 'space' button. 		
CF | "Arturus..."He gazes contemplatively at his hands."I held him in high 		
CF | regard. I believed in his ideals. He was the best pathologist in 		
CF | Furopolis, I'm certain. Perhaps the best in the world." 		
Knight_Otu pushes the green 'space' button. 		
CF | Furopolis, I'm certain. Perhaps the best in the world."His jaw 		
CF | tightens. 		
Knight_Otu pushes the green 'space' button. 		
CF | tightens."I wish..." he says. "I wish he had understood. What he had 		
CF | on his hands... a weapon that could topple nations. A power that could 		
CF | change things for the better. But he didn't see it that way. All he 		
CF | saw, when he looked at Noctis, was a tool of destruction." 		
Knight_Otu pushes the green 'space' button. 		
CF | saw, when he looked at Noctis, was a tool of destruction.""Maybe he 		
CF | was right," you say. 		
Knight_Otu pushes the green 'space' button. 		
CF | was right," you say."He was wrong." Justinian clenches his fists. "He 		
CF | was wrong, and he was deluded. Trapped in the past. Death is not an 		
CF | end, Marid. It is a means, a tilling of the soil for a new beginning. 		
CF | We could have done so much..." 		
Knight_Otu pushes the green 'space' button. 		
CF | We could have done so much..."He exhales. 		
Knight_Otu pushes the green 'space' button. 		
CF | We could have done so much..."He exhales."I tried to reason with him," 		
CF | he finishes. "But he was too set in his ways." 		
Knight_Otu pushes the green 'space' button. 		
CF | he finishes. "But he was too set in his ways.""And you killed him for 		
CF | that?" 		
Knight_Otu pushes the green 'space' button. 		
CF | that?""There was no other way." His voice is quiet. "There was... 		
CF | there was nothing else I could have done. He would have ended the plan 		
CF | before it started. Destroyed his own creation, after I had spent so 		
CF | long following in his footsteps. 		
Knight_Otu pushes the green 'space' button. 		
CF | long following in his footsteps."I couldn't let that happen. I had to 		
CF | make him look like another victim." 		
Knight_Otu pushes the green 'space' button. 		
CF | make him look like another victim."You gaze at Justinian. "If I don't 		
CF | agree with you, will you kill me too?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | agree with you, will you kill me too?"He looks away and does not 		
CF | reply. 		
CF | 		
CF | 1) "Why did you start the epidemic?" 		
CF | 2) "Why did Carnicer try to kill me and Doctor Cavala?" 		
CF | 3) "How much does Doctor Serpens know?" 		
CF | 4) <Change the subject.> "What will you do with me now?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Why did you start the epidemic?" 		
CF | 		
CF | Justinian puts his hands in his pockets and looks into the distance. 		
CF | 		
CF | "I thought you might ask that question," he says. "Let me ask you a 		
CF | question in return. 		
Knight_Otu pushes the green 'space' button. 		
CF | question in return."Marid, have you ever wondered why the people of 		
CF | the Shanty Quarter suffer? They are good people. Hardworking people. 		
CF | Their hands are just as able as yours or mine. So why do they still 		
CF | starve? Why do they languish without homes? Without jobs? Without even 		
CF | the pity of the Council of Works to protect them? 		
Knight_Otu pushes the green 'space' button. 		
CF | the pity of the Council of Works to protect them?"The truth is that 		
CF | there is no place for them here. The Channelworks District has no room 		
CF | for them. Furopolis has no room for them. There is an upper limit to 		
CF | the number of people that can be made to live in one space." 		
Knight_Otu pushes the green 'space' button. 		
CF | the number of people that can be made to live in one space."You glare 		
CF | at Justinian. "And the epidemic is your way of... of culling 		
CF | them?" 		
Knight_Otu pushes the green 'space' button. 		
CF | them?"Justinian's face hardens, and his voice becomes humorless. 		
Knight_Otu pushes the green 'space' button. 		
CF | them?"Justinian's face hardens, and his voice becomes humorless."Don't 		
CF | get me wrong, Marid. I don't enjoy killing. I never have. But do you 		
CF | remember what I said? Death will happen with or without us. The people 		
CF | in the Shanty Quarter will die with or without me. 		Roger says, "no no no I've developed a way to make people smaller and smaller"
Knight_Otu pushes the green 'space' button. 		
CF | in the Shanty Quarter will die with or without me.The only question is 		
CF | -- should they be made to bear a lifetime of suffering first? 		
CF | Scrounging for scraps and inflicting the same burden on generations of 		
CF | children? Should their descendants be forced to suffer because we 		
CF | couldn't imagine an alternative? 		
Knight_Otu pushes the green 'space' button. 		
CF | couldn't imagine an alternative?"With Noctis, we have a choice. They 		
CF | have a way out. And it pains me to say this, but killing them may be 		
CF | the only moral choice. Even an atrocity such as this may be 		
CF | justified if it averts countless lifetimes of suffering. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | justified if it averts countless lifetimes of suffering."That is why I 		
CF | am doing this, Marid. I am killing them, yes -- but I am 		
CF | euthanizing them. I am setting them free." 		
CF | 		
CF | 1) "Why did Carnicer try to kill me and Doctor Cavala?" 		
CF | 2) "How much does Doctor Serpens know?" 		
CF | 3) <Change the subject.> "What will you do with me now?" 		
CF | 		
CF | > 		Knight_Otu says, "What a fucking asshole."
		Knight_Otu says, "Excuse my language."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Why did Carnicer try to kill me and Doctor Cavala?" 		
CF | 		
CF | "Carnicer." Justinian clenches his fists. "I didn't... She was out of 		
CF | line. I told her specifically that you were not to be harmed. But she 		
CF | took matters into her own hands." 		
Knight_Otu pushes the green 'space' button. 		
CF | took matters into her own hands.""Why?" you whisper. "Why send her?" 		
Knight_Otu pushes the green 'space' button. 		
CF | took matters into her own hands.""Why?" you whisper. "Why send 		
CF | her?"Justinian shakes his head. "I never had a choice. If I could have 		
CF | resolved this any other way... 		
Knight_Otu pushes the green 'space' button. 		
CF | resolved this any other way..."After Doctor Arturus, I realized you 		
CF | and Doctor Cavala were the only remaining obstacles to my plan. Doctor 		
CF | Cavala is too paranoid... too set in her ways, like Arturus was. Given 		
CF | time she would realize what was happening and formulate a cure. And 		
CF | all of this --" He sweeps his hand across the room. "All my plans 		
CF | would have been for nothing." 		
Knight_Otu pushes the green 'space' button. 		
CF | would have been for nothing.""So you... you sent an assassin 		
CF | after her?" 		
Knight_Otu pushes the green 'space' button. 		
CF | after her?""There was no other option." His voice is strained. 		
CF | "Negotiating with her was too risky. A bomb or poison would have put 		
CF | you in danger. I believed -- I thought that hiring a hitman was the 		
CF | best solution. 		DavidW says, "Death is the only tool in his toolbox."
		MoyTravis says, "Look he has a bioweapon and he wishes to use it."
		Knight_Otu says, "When all you have is nihilism."
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | best solution."I didn't account for Carnicer's unprofessionalism. Her 		
CF | cruelty. Had I known that she would go after you... I would have 		
CF | killed her myself." 		
CF | 		
CF | 1) "How much does Doctor Serpens know?" 		
CF | 2) <Change the subject.> "What will you do with me now?" 		
CF | 		
CF | > 		MoyTravis asks, "Who among us, when placed in the posession of an immensely powerful magical bioweapon, would not immediately set about murdering everybody in our local surroundings?"
		MoyTravis says, "Also how is he going to be sure it doesn't escape the distrct and start hitting the parts he, presumably, likes? It seems real risky."
		MoyTravis says, "Unless he also has a vaccine sitting around somewhere."
		DavidW asks, "I assume Serpens is a dick but of a lesser order, maybe?"
		Knight_Otu says, "I'd hope I'd think twice before going "Eh, what's a little genocide between friends.""
		Roger says, "He's pulling a Thanos"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "How much does Doctor Serpens know?" 		
CF | 		
CF | "Doctor Serpens is my accomplice," Justinian says. "He has helped to 		
CF | misdirect the authorities, to manage the logistics of transmission. He 		
CF | is the kind of person you need on your side when performing an 		
CF | operation on this scale. 		
Knight_Otu pushes the green 'space' button. 		
CF | operation on this scale."How should I say this..." He exhales. "I wish 		
CF | I didn't have to work with him. Doctor Serpens is an evil man -- he 		
CF | sees this as a cruel game, an opportunity to perfect his masterpiece 		
CF | in spite of the cancellation of his project. 		DavidW says, "oh, Serpens is a full partner in this madness."
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Talking to Justinian 		
CF | in spite of the cancellation of his project."I can only hope that I 		
CF | have turned his cruel impulses towards a more productive cause." 		
CF | 		
CF | 1) <Change the subject.> "What will you do with me now?" 		
CF | 		
CF | > 		Knight_Otu says, "Productive cause, he says."
		Knight_Otu says, "Hope we have better arguments for him than we had for the pigeon lady."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "What will you do with me now?" 		
CF | 		
CF | Justinian takes a long moment to reply. The light flickers a little. 		
Knight_Otu pushes the green 'space' button. 		
CF | Justinian takes a long moment to reply. The light flickers a little."I 		
CF | don't know," he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | don't know," he says.He takes a couple of steps forward, placing his 		
CF | hand on the backrest of your chair. He gazes at the wall behind you. 		
Knight_Otu pushes the green 'space' button. 		
CF | hand on the backrest of your chair. He gazes at the wall behind 		
CF | you."I..." he begins. "I have told you everything, now. I have laid 		
CF | myself bare to you. Now you see... the full magnitude of what I have 		
CF | been fighting for. What I have sacrificed everything to accomplish. 		MoyTravis says, "Uh I don't think reasoned arguments are on the table here, really."
		DavidW says, "yeah, the pigeon lady was a foreshadowing, for sure."
Knight_Otu pushes the green 'space' button. 		
CF | been fighting for. What I have sacrificed everything to 		
CF | accomplish."The other doctors could never understand. They could not 		
CF | know... what a terrible thing it is, that has to be done. But you, 		
CF | Marid, you are different. I know you are. I know you can see things 		
CF | differently, and perhaps you too will know, and understand the truth. 		Knight_Otu says (to Moy), "I guess, yeah."
Knight_Otu pushes the green 'space' button. 		
CF | differently, and perhaps you too will know, and understand the 		
CF | truth."One day... one day, we may even..." 		
Knight_Otu pushes the green 'space' button. 		
CF | truth."One day... one day, we may even..."He trails off, and shakes 		
CF | his head. 		
Knight_Otu pushes the green 'space' button. 		
CF | his head."It doesn't matter. I... I don't expect you to understand me 		
CF | now, Marid. But I hope -- I know that you will understand, too, in the 		
CF | end. That this is the best way. The only way." 		
Knight_Otu pushes the green 'space' button. 		
CF | end. That this is the best way. The only way."The man you once knew 		
CF | walks back around to the front of your chair, and he gazes quietly 		
CF | into your eyes. 		
Knight_Otu pushes the green 'space' button. 		
CF | into your eyes."You understand why I'm doing this, Marid. Don't you?" 		
Knight_Otu pushes the green 'space' button. 		
CF | into your eyes."You understand why I'm doing this, Marid. Don't 		
CF | you?""I..." 		
Knight_Otu pushes the green 'space' button. 		
CF | you?""I..."It is too much. It is all too much. 		
Knight_Otu pushes the green 'space' button. 		
CF | you?""I..."It is too much. It is all too much.You are hungry, and you 		
CF | are exhausted, and you feel like a hollow and broken and dead thing 		
CF | inside. The weight that is now pressing upon you -- that Justinian has 		
CF | forced upon you -- is too much to bear. 		
Knight_Otu pushes the green 'space' button. 		
CF | forced upon you -- is too much to bear.You try to imagine the hundreds 		
CF | of lives -- the thousands of lives that Justinian has snuffed. You 		
CF | look at him and you see, in his animic wake, ten thousand skulls 		
CF | weeping black tears. 		
Knight_Otu pushes the green 'space' button. 		
CF | weeping black tears.You feel light-headed. You feel like you cannot 		
CF | move, you cannot breathe. Your pendant weighs on your heart like a 		
CF | stake, and you can feel your blood rushing in your ears, thumping, 		
CF | congealing like a tumor. 		
Knight_Otu pushes the green 'space' button. 		
CF | congealing like a tumor.You close your eyes. You block out the image 		
CF | of Justinian, and you try to breathe. It helps, a little. 		
Knight_Otu pushes the green 'space' button. 		
CF | of Justinian, and you try to breathe. It helps, a little."Justinian," 		
CF | you say. "Stop. Please." 		
Knight_Otu pushes the green 'space' button. 		
CF | you say. "Stop. Please."He is very quiet. He does not make a move as 		
CF | you take deep breaths, as you tremble in your seat and try to regain 		
CF | your composure. 		
Knight_Otu pushes the green 'space' button. 		
CF | your composure."I'm sorry, Marid," he says, his voice low. "You 		
CF | weren't ready. I should have... I should have waited..." 		
Knight_Otu pushes the green 'space' button. 		
CF | weren't ready. I should have... I should have waited..."You open your 		
CF | eyes, and he is walking away, his head bowed. He does not look at you, 		
CF | as though he cannot bear to see you in such pain. 		
Knight_Otu pushes the green 'space' button. 		
CF | as though he cannot bear to see you in such pain."You need time to 		
CF | think," he says. "I understand. I won't rush you. Take as long as you 		
CF | need." 		
Knight_Otu pushes the green 'space' button. 		
CF | need.""Justinian..." 		
Knight_Otu pushes the green 'space' button. 		
CF | need.""Justinian...""I'll be back for you." He places his hand on the 		
CF | light switch. "I have things to do now, but I will come back for you. 		
CF | I'll be back, Marid. I promise." 		DavidW asks, "And now Serpens will kill us?"
Knight_Otu pushes the green 'space' button. 		
CF | I'll be back, Marid. I promise."You gaze at him mutely, your heart 		
CF | pounding, your thoughts a disastrous jumble. You open your mouth but 		
CF | find that you have nothing to say. 		
Knight_Otu pushes the green 'space' button. 		
CF | find that you have nothing to say.Justinian looks at you one last 		
CF | time, sadly, silently, and then switches off the light. Your world 		
CF | collapses into darkness. 		
Knight_Otu pushes the green 'space' button. 		
CF | collapses into darkness.At last you find your voice. "Justinian --" 		
Knight_Otu pushes the green 'space' button. 		
CF | collapses into darkness.At last you find your voice. "Justinian --"But 		
CF | he is already gone. Further and further his footsteps echo, until they 		
CF | too melt and vanish into the pitiless silence. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette 		
CF | too melt and vanish into the pitiless silence.And you are alone. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette 		
CF | 		
CF | 		
CF | 1) <Cry.> 		
CF | 2) <Try to compose yourself.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You close your eyes and take a ragged breath. 		
Knight_Otu pushes the green 'space' button. 		
CF | You close your eyes and take a ragged breath.The thrum of the 		
CF | Channelworks envelops you. You can hear the machinery of the Hydra 		
CF | Aquifera -- of the sanitation of the entire district -- churning 		
CF | ceaselessly. You hear the displacement of hundreds of tons of water, 		
CF | and the grinding of mechanical turbines, and distant hisses of steam 		
CF | like a great creature's exhalation. 		
Knight_Otu pushes the green 'space' button. 		
CF | like a great creature's exhalation.It is the lifeblood of the district 		
CF | that you are hearing. It is that which bears the lives of the 		
CF | thousands that live here. 		
Knight_Otu pushes the green 'space' button. 		
CF | thousands that live here.You think of Horatio in the rain, his face 		
CF | dirty after a long shift. You think of Doctor Cavala and her 		
CF | self-assured smile. There is the bartender with his mask, and the 		
CF | ice-cream salesman, and the boy with the cap who hands out the 		
CF | newspapers every morning. 		
Knight_Otu pushes the green 'space' button. 		
CF | newspapers every morning.You take another breath. You try to hold it 		
CF | steady. Your heart isn't pounding as hard any more. 		
Knight_Otu pushes the green 'space' button. 		
CF | steady. Your heart isn't pounding as hard any more.You aren't okay. 		
CF | Not really. But you're a little better. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette 		
CF | Not really. But you're a little better.It will have to be enough. 		
CF | 		
CF | 1) <Try to loosen your bonds.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You will your sore muscles to move. You test the limits of the ropes 		
CF | Justinian has tied you with. They're tight -- but not so tight that 		
CF | you can't wiggle a little. 		
Knight_Otu pushes the green 'space' button. 		
CF | you can't wiggle a little.One of the ropes binding your hands is 		
CF | perhaps a little looser than it should be. You can feel it give when 		
CF | you twist your wrist just so -- feel the knot shifting, letting your 		
CF | wrist move an infinitesimal distance further than before. 		DavidW asks, "Do we have our scalpel?"
		Knight_Otu says, "I guess we'll find out once we can take inventory."
Knight_Otu pushes the green 'space' button. 		
CF | wrist move an infinitesimal distance further than before.Was Justinian 		
CF | in a hurry? Or is this just another mercy he chose to grant you? 		
Knight_Otu pushes the green 'space' button. 		
CF | in a hurry? Or is this just another mercy he chose to grant you?It 		
CF | doesn't matter. What matters is that you have a way out of this chair. 		
CF | It will take a long time. It will take hours. But it's not as if you 		
CF | have anything else to do. 		DavidW says, "We need to be free and get our ticker tape and drink tickets back!"
Knight_Otu pushes the green 'space' button. 		
CF | have anything else to do.Now, at least, you have something to work at, 		
CF | to take your mind off things. Perhaps without the ropes constricting 		
CF | your blood flow, you will be able to think clearly -- to think of 		
CF | something that will make Justinian return to his old self. 		MoyTravis says, "Maybe he just sucks at tying people up securely."
Knight_Otu pushes the green 'space' button. 		
CF | something that will make Justinian return to his old self.It must be 		
CF | possible. It must -- 		
Knight_Otu pushes the green 'space' button. 		
CF | possible. It must ---- because you don't know what you're going to do 		
CF | otherwise. 		
Knight_Otu pushes the green 'space' button. 		
CF | otherwise. 		
CF | * * * 		
Knight_Otu pushes the green 'space' button. 		
CF | * * *You think an hour has passed. You 		
CF | have a stinging rope burn and a terrible cramp in your wrist. But it's 		
CF | done, and your right hand is free. You reach over and painstakingly 		
CF | loosen the bonds around your left wrist and your left elbow, and then 		
CF | with your left hand reach into your coat pocket and pray. 		
Knight_Otu pushes the green 'space' button. 		
CF | with your left hand reach into your coat pocket and pray.There it is 		
CF | -- your scalpel. 		DavidW says, "gosh"
		Knight_Otu says, "Yup, he's not just a fucking asshole, but also an idiot."
		Knight_Otu says, "Again, excuse my language."
		DavidW says, "no prob"
		DavidW says, "Might have to ask Jacqueline to edit it out, maybe."
		Knight_Otu says, "Maybe."
Knight_Otu pushes the green 'space' button. 		
CF | -- your scalpel.You have to pause for a moment, take deep breaths to 		
CF | steady yourself. Your heart is racing. You draw out your scalpel and 		
CF | use your free hand to remove the safety cover. Fumbling in the 		
CF | darkness, you press the blade into the rope binding your right elbow 		
CF | -- and it parts. 		
Knight_Otu pushes the green 'space' button. 		
CF | -- and it parts.You work slowly, carefully, but not without a tremor 		
CF | of excitement. The circulation returns to your limbs as you free 		
CF | yourself from rope after rope. Each cut makes the next one easier. At 		
CF | last you reach down and slice through the ropes binding your ankles in 		
CF | a single stroke. 		
Knight_Otu pushes the green 'space' button. 		
CF | a single stroke.You are free. 		
Knight_Otu pushes the green 'space' button. 		
CF | a single stroke.You are free.Now you need to figure out how to get out 		
CF | of here. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Day Four 		
CF | 		
CF | Oubliette 		
CF | You are somewhere dingy and humid and shut off from the outside world. 		
CF | There is no light here, and even your second sight is not enough to 		
CF | pierce the suffocating gloom. 		
CF | 		
CF | At the foot of the chair, a faint glimmer of other-light outlines the 		
CF | shape of your animus lantern. But the lantern is dark, and its 		
CF | phylactery cathode no longer shines. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get lantern" 		
CF | > 		
CF | > GET LANTERN 		
CF | 		
CF | You pick up the animus lantern, finding its rough angles, its weight. 		
CF | You trace the alchemical lines to its fuse glyph, and strike the fuse 		
CF | to light it. But nothing happens. 		DavidW says, "Take it anyway."
Knight_Otu pushes the green 'space' button. 		
CF | to light it. But nothing happens.You peer into the lantern, and you 		
CF | see that the animus that once danced within its cage is still. The 		
CF | life in the lantern has gone out. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Day Four 		
CF | life in the lantern has gone out.Without an animus to replace the one 		
CF | in the phylactery cathode, the animus lantern will be of no use to you 		
CF | in the dark. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry, dad."
		DavidW says, "Daddy lantern!"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Oubliette Day Four 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing an animus pendant (containing the spirit of your 		
CF | father), your natron jacket, and your clothes. On your person are an 		
CF | animus lantern, your practitioner's badge, your scalpel, your purse, 		
CF | and an antiseptic cloth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put pendant into lantern" 		
CF | > 		
CF | > PUT PENDANT INTO LANTERN 		
CF | 		
CF | Your pendant... 		
CF | 		
CF | You run your fingers along your collarbone and find the weight of the 		
CF | pendant resting against your heart. You pull it out and look at it. In 		
CF | your mind's eye it seems to glow against the animic veil. 		
Knight_Otu pushes the green 'space' button. 		
CF | your mind's eye it seems to glow against the animic veil.How long have 		
CF | you worn this reminder of your father around your neck? 		
Knight_Otu pushes the green 'space' button. 		
CF | you worn this reminder of your father around your neck?"Father," you 		
CF | say -- 		
Knight_Otu pushes the green 'space' button. 		
CF | say --But even before you open your mouth, you know there will be no 		
CF | reply. 		
Knight_Otu pushes the green 'space' button. 		
CF | reply."We can make no promises," the animologist said, his brow 		
CF | knitted. "If indeed your father died there, we can bind the residual 		
CF | energies to an animus stone, residual, you understand; there's no 		
CF | telling how much of his energy remains, or indeed if any of his energy 		
CF | has remained. Consider the pendant a memorial to your father, rather 		
CF | than a way to bring him back. The sooner you accept that, the sooner 		
CF | both of you will find peace." 		
Knight_Otu pushes the green 'space' button. 		
CF | both of you will find peace."You will never speak with your 		
CF | father again. There was a time when you dared not admit that to 		
CF | yourself. But now it seems impossible to imagine that things could 		
CF | have happened any other way. 		
Knight_Otu pushes the green 'space' button. 		
CF | have happened any other way.Perhaps there is a better way to remember 		
CF | your father, after all, which does not bind him to a stone. 		
Knight_Otu pushes the green 'space' button. 		
CF | your father, after all, which does not bind him to a stone.You use 		
CF | your scalpel to make a chip in the stone of the pendant, and the 		
CF | other-light streams from it like sunlight rippling in the ocean. You 		
CF | touch it to the fuse glyph of the animus lantern, and brilliance fills 		
CF | the animic lines and the metal grows warm beneath your hand. 		
Knight_Otu pushes the green 'space' button. 		
CF | the animic lines and the metal grows warm beneath your hand.The 		
CF | pendant is empty now. It is the lantern that glows, and is alive. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Oubliette Day Four 		
CF | pendant is empty now. It is the lantern that glows, and is alive.## 		
CF | Oubliette 		
CF | The light of your lantern reveals what looks to be an industrial 		
CF | cistern, now emptied and repurposed as a holding cell. A metal chair 		
CF | has been placed among dingy grates and concentric water-purification 		
CF | rings. There is only one door leading out of this prison, and it 		
CF | appears to be locked. 		
CF | 		
CF | But beside the disconcerting stains and discarded pieces of rope, 		
CF | there is a drain cover that looks like it can be opened. 		
CF | 		
CF | > 		DavidW asks, "take the rope?"
Knight_Otu says (to ClubFloyd), "get rope" 		
CF ] Oubliette Day Four 		
CF | > 		
CF | > GET ROPE 		
CF | 		
CF | The leftover bits of rope are too short to be of any use. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chair" 		
CF ] Oubliette Day Four 		
CF | > 		
CF | > X CHAIR 		
CF | 		
CF | You're glad to be free of it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x drain" 		
CF ] Oubliette Day Four 		
CF | > 		
CF | > X DRAIN 		
CF | 		
CF | On the other side of the drain, there is the sound of rushing water. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Oubliette Day Four 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | It doesn't seem to be openable from the inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open drain" 		
CF ] Oubliette Day Four 		
CF | > 		
CF | > OPEN DRAIN 		
CF | 		
CF | You open the drain cover, revealing an opening that is just about wide 		
CF | enough for you to squeeze through. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | You push the drain cover out of the way and carefully lower yourself 		
CF | into the opening. The cold and clammy walls of the pipe swallow you 		
CF | whole, and the shadows from your lantern turn the nooks and crannies 		
CF | into long billowing black stains. Into them you descend. 		DavidW says, "A chance to drown now, I guess."
Knight_Otu pushes the green 'space' button. 		
CF | into long billowing black stains. Into them you descend.The walls are 		
CF | close enough that you can keep yourself propped up with your elbows 		
CF | and the soles of your shoes. But then your left foot slips on 		
CF | something and you find yourself losing purchase. You grab your lantern 		
CF | close and tuck in your head as you find yourself accelerating, 		
CF | rapidly, sliding out of control into a drainage system not built for 		
CF | human traversal -- 		
Knight_Otu pushes the green 'space' button. 		
CF | human traversal ---- and the Bilious Canal opens up before you, vast 		
CF | and writhing and pungent, the carrier of all the district's fury and 		
CF | decay, and you plummet from the drain pipe into cold noxious water 		
CF | twenty meters deep -- flailing, squeezing your eyes shut, holding your 		
CF | breath -- 		
Knight_Otu pushes the green 'space' button. 		
CF | breath ---- a gasp, as your head bobs above water, and the sun burns 		
CF | your face, wind, klaxons -- 		
Knight_Otu pushes the green 'space' button. 		
CF | your face, wind, klaxons ---- and then you crash into the Canal 		
CF | proper, and it buffets you without mercy. You cling on to the lantern 		
CF | for dear life as you are thrown across stretches and around bends, as 		
CF | arches and bridges fly past, as the lights of the city stretch out 		
CF | into streams of aquamarine other-light. You swim for dear life. You 		
CF | breathe, and breathe again -- 		
Knight_Otu pushes the green 'space' button. 		
CF | breathe, and breathe again ---- and then you see a dangling rope, and 		
CF | on bare instinct reach out and grab it like a lifeline. You slip a 		
CF | couple of inches -- your grip holds. And there you are, swaying from a 		
CF | rope as the rest of the Canal washes away before you. 		
Knight_Otu pushes the green 'space' button. 		
CF | rope as the rest of the Canal washes away before you.You take a couple 		
CF | of deep breaths, and then you climb up. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Flooded Row Day Four 		
CF | of deep breaths, and then you climb up.## Flooded Row 		
CF | Between towering foundations, the rain lashes rusting hulks and 		
CF | flapping canvas shelters; it eats away at corpses piled in ankle-deep 		
CF | water. Where once there were buildings, posters, lamplights, the 		
CF | Bilious Canal has burst through the polder and swept them all away, 		
CF | carrying off the detritus of innumerable unknown lives. 		
CF | 		
CF | Through an open sewage pipe, you see lights to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Rats' Run Day Four 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Rats' Run 		
CF | The Bilious Canal's runoff rises. It swallows these buildings and 		
CF | alleys in dark writhing water. Unsteady plank bridges run between the 		
CF | few islands of dry stone; hollow-eyed residents crowd around what 		
CF | lanterns pierce the gloom. 		
CF | 		
CF | A sewage pipe spews outflow from the north. Above, rope ladders climb 		
CF | to the rest of the Shanty Quarter. 		
CF | 		
CF | The bouncer from the Crow's Nest sits quietly by the shore, cradling 		
CF | Crow's body in his arms. 		
CF | 		
CF | > 		DavidW says, "oh shit"
		Knight_Otu says, "Damnit, Justinian."
		MoyTravis says, "That trio have had a rough life, yeesh."
Knight_Otu says (to ClubFloyd), "x crow" 		
CF ] Rats' Run Day Four 		
CF | > 		
CF | > X CROW 		
CF | 		
CF | She isn't moving. A thin stream of black liquid runs from the edge of 		
CF | her mouth. 		
CF | 		
CF | > 		MoyTravis says, "...and he'll probably be dead soon, too, if he's touching her."
Knight_Otu says (to ClubFloyd), "x webster" 		
CF ] Rats' Run Day Four 		
CF | > 		
CF | > X WEBSTER 		
CF | 		
CF | Webster stares into the water, transfixed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to him" 		
CF | > 		
CF | > TALK TO HIM 		
CF | 		
CF | You step gingerly between the rivers of bile as you approach him. The 		
CF | rain is merciless, and it has not stopped since you left the 		
CF | Channelworks. It stings your cheeks where it lands; it runs in the 		
CF | joints of Webster's walking-chassis, pooling in his shadow. 		
Knight_Otu pushes the green 'space' button. 		
CF | joints of Webster's walking-chassis, pooling in his shadow.As your 		
CF | reflection appears in the water, he starts. He turns to face you with 		
CF | disbelieving eyes. 		
Knight_Otu pushes the green 'space' button. 		
CF | disbelieving eyes."You?" 		
Knight_Otu pushes the green 'space' button. 		
CF | disbelieving eyes."You?"He looks you up and down. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | disbelieving eyes."You?"He looks you up and down."What on earth 		
CF | happened to you?" 		
CF | 		
CF | 1) "I fell into the canal." 		
CF | 2) "It's a long story." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "It's... a long story." 		
CF | 		
CF | Water drips from your disheveled hair. His eyes flicker across your 		
CF | tattered clothes. 		
Knight_Otu pushes the green 'space' button. 		
CF | tattered clothes."You don't say," he replies. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | tattered clothes."You don't say," he replies.The tide of decay rises 		
CF | and falls around you. The rain plays on the face of the girl in his 		
CF | arms, and her eyelids run black like ink. 		
CF | 		
CF | 1) "Are you all right?" 		
CF | 2) "Is she..." 		
CF | 3) "I'm sorry." 		
CF | 4) "Aren't you worried her body will be contagious?" 		
CF | 5) "Listen. I've found out the truth about the disease..." <Tell 		
CF | him about Justinian's plot.> 		
CF | 6) "I need to get into the Channelworks. Can you help me?" 		
CF | 		
CF | > 		Knight_Otu says, "Marid, we barely got *out*."
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Is she..." 		
CF | 		
CF | Webster's shoulders stiffen. He looks down at Crow -- at her unmoving 		
CF | form. 		
Knight_Otu pushes the green 'space' button. 		
CF | form.She has been dead for a while. You can see the black blood 		
CF | settling in her body. You can see the skeins trailing from 		
CF | what remains of her animus. 		DavidW asks, "But if Webster and others help...?"
		MoyTravis asks, "Vote for any of 1-4, 5 seems useless, 6 ends convo?"
Knight_Otu pushes the green 'space' button. 		
CF | what remains of her animus."I should have listened." Webster murmurs. 		
CF | "When you talked about the disease... I thought it was just another 		
CF | run of bad luck. Another bug. The kind that happens in the Shanty 		
CF | Quarter all the time." 		DavidW says, "5 isn't useless at all."
Knight_Otu pushes the green 'space' button. 		
CF | Quarter all the time."He touches Crow's cheek and his shoulders shake 		
CF | silently. He does not meet your eye. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | silently. He does not meet your eye."She didn't deserve this. No one 		
CF | deserves this." 		
CF | 		
CF | 1) "Are you all right?" 		
CF | 2) "I'm sorry." 		
CF | 3) "Aren't you worried her body will be contagious?" 		
CF | 4) "Listen. I've found out the truth about the disease..." <Tell 		
CF | him about Justinian's plot.> 		
CF | 5) "I need to get into the Channelworks. Can you help me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Aren't you worried her body will be contagious?" 		
CF | 		
CF | He laughs. "What does it matter? She's dead. The Crow's Nest is dead. 		
CF | I'm living on borrowed time anyhow. It's only a matter of... of when." 		
Knight_Otu pushes the green 'space' button. 		
CF | I'm living on borrowed time anyhow. It's only a matter of... of 		
CF | when."He strokes her hair. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | when."He strokes her hair."Maybe a pair like us wasn't ever meant to 		
CF | last. Maybe we just weren't meant to be part of this world." 		
CF | 		
CF | 1) "You don't know that." 		
CF | 2) "Are you all right?" 		
CF | 3) "I'm sorry." 		
CF | 4) "Listen. I've found out the truth about the disease..." <Tell 		
CF | him about Justinian's plot.> 		
CF | 5) "I need to get into the Channelworks. Can you help me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Rats' Run Talking to Webster 		
CF | > 		
CF | > 1 		
CF | 		
CF | "You don't know that," you say. 		
CF | 		
CF | He gazes at Crow's face for a long while, and does not reply. 		
CF | 		
CF | 1) "Are you all right?" 		
CF | 2) "I'm sorry." 		
CF | 3) "Listen. I've found out the truth about the disease..." <Tell 		
CF | him about Justinian's plot.> 		
CF | 4) "I need to get into the Channelworks. Can you help me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Listen," you begin. "I... I've found out the truth about the disease. 		
CF | It isn't an epidemic. It's a genefactured weapon, and someone is using 		
CF | it to kill people." 		
CF | 		
CF | Webster stares at you. 		
CF | 		
CF | "Uh huh," he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | "Uh huh," he says.You feel yourself growing flustered. "I'm serious. 		
CF | I've seen the laboratory where it was produced. I... I read the 		
CF | research papers." Your voice cracks. "Webster, I nearly drowned trying 		
CF | to escape --" 		
Knight_Otu pushes the green 'space' button. 		
CF | to escape --""Calm down." He shakes his head. "I... You're serious, 		
CF | aren't you? You aren't joking." 		
Knight_Otu pushes the green 'space' button. 		
CF | aren't you? You aren't joking."He stares at the sky for a moment. He 		
CF | takes a couple of deep breaths. 		
Knight_Otu pushes the green 'space' button. 		
CF | takes a couple of deep breaths."It... it really is. Primes. It's just 		
CF | another fucking alchemist's joke..." 		
Knight_Otu pushes the green 'space' button. 		
CF | another fucking alchemist's joke..."He chokes, a little. His gaze 		
CF | falls to the earth, to the filthy water lapping at his mechanical 		
CF | legs. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | legs."I'm so fucking tired," he says. "I'm tired of feeling like a 		
CF | pawn in someone else's game." 		
CF | 		
CF | 1) "Are you all right?" 		
CF | 2) "I need to get into the Channelworks. Can you help me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Are you all right?" 		
CF | 		
CF | A moment passes. Webster stares mutely at you. Then he looks down at 		
CF | himself, as though he has forgotten his tired arms and creaking joints 		
CF | for some time. 		
Knight_Otu pushes the green 'space' button. 		
CF | for some time."I'm... I'm fine," he says. "Don't worry yourself about 		
CF | me." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | me."The silence returns. The rain traces the world in stinging white. 		
CF | 		
CF | 1) "I'm sorry." 		
CF | 2) "I need to get into the Channelworks. Can you help me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm sorry." 		
CF | 		
CF | You feel numb as the rain falls around you. You don't know what to 		
CF | say. 		
Knight_Otu pushes the green 'space' button. 		
CF | say.Webster just gazes at the body of his friend, before reaching up 		
CF | and wiping his goggles with the back of his hand. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | and wiping his goggles with the back of his hand."It's none of your 		
CF | fault, sweetheart," he says. "You've got nothing to be sorry about. 		
CF | Don't go around feeling sorry for other people, you understand?" 		
CF | 		
CF | 1) "I need to get into the Channelworks. Can you help me?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I... I need to get into the Channelworks," you say. "Can you help 		
CF | me?" 		
CF | 		
CF | Webster gives you a long, probing look. After a moment, he reaches 		
CF | into his jacket pocket. 		
Knight_Otu pushes the green 'space' button. 		
CF | into his jacket pocket."You'll need this," he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | into his jacket pocket."You'll need this," he says.He tosses something 		
CF | small and oblong in your direction, and you catch it with a fumble. 		
CF | It's slick from the rain, glowing with faint sigil-work and warm with 		
CF | alchemical energy. The insignia of the Council of Works is etched into 		
CF | its face. 		
Knight_Otu pushes the green 'space' button. 		
CF | its face.You look back up at Webster, who simply regards you quietly. 		
Knight_Otu pushes the green 'space' button. 		
CF | its face.You look back up at Webster, who simply regards you 		
CF | quietly."It's the disease, isn't it?" he says. "That's what you're 		
CF | heading back to the Channelworks for. You have unfinished business." 		
Knight_Otu pushes the green 'space' button. 		
CF | heading back to the Channelworks for. You have unfinished 		
CF | business.""I... Yeah." 		
Knight_Otu pushes the green 'space' button. 		
CF | business.""I... Yeah."He smiles grimly. "Crow won't need her passkey 		
CF | any more. You, on the other hand... Go spit in the guy's face, you 		
CF | hear? It's what she would have wanted." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Talking to Webster 		
CF | hear? It's what she would have wanted."You turn over the passkey in 		
CF | your hands. It is only a small weight in your hands, but it feels 		
CF | heavy all the same. 		
CF | 		
CF | 1) I have to go." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I have to go." 		
CF | 		
CF | The canal-water heaves around you, and the mist curls around the 		
CF | passkey in your hand. You grip it tightly. 		
CF | 		
CF | Webster gazes at the body he is carrying in his arms. 		
Knight_Otu pushes the green 'space' button. 		
CF | Webster gazes at the body he is carrying in his arms."You do that, 		
CF | sweetheart," he replies. "You do whatever you have to do. I... I think 		
CF | I'm going to stay here for a while." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Day Four 		
CF | I'm going to stay here for a while."## Rats' Run 		
CF | The Bilious Canal's runoff rises. It swallows these buildings and 		
CF | alleys in dark writhing water. Unsteady plank bridges run between the 		
CF | few islands of dry stone; hollow-eyed residents crowd around what 		
CF | lanterns pierce the gloom. 		
CF | 		
CF | A sewage pipe spews outflow from the north. Above, rope ladders climb 		
CF | to the rest of the Shanty Quarter. 		
CF | 		
CF | The bouncer from the Crow's Nest sits quietly by the shore, cradling 		
CF | Crow's body in his arms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Seventh of Aquaria, Auritum IV 		
CF | 		
CF | My heart is pounding. I can feel white fire in my blood. There's 		
CF | nothing to do now but go -- go and finish what Justinian began. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Find Justinian in the Channelworks 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		DavidW asks, "so... up?"
Knight_Otu pushes the green 'space' button. 		
CF ] Rats' Run Day Four 		
CF | 		
CF | 		
CF | Rats' Run 		
CF | The Bilious Canal's runoff rises. It swallows these buildings and 		
CF | alleys in dark writhing water. Unsteady plank bridges run between the 		
CF | few islands of dry stone; hollow-eyed residents crowd around what 		
CF | lanterns pierce the gloom. 		
CF | 		
CF | A sewage pipe spews outflow from the north. Above, rope ladders climb 		
CF | to the rest of the Shanty Quarter. 		
CF | 		
CF | The bouncer from the Crow's Nest sits quietly by the shore, cradling 		
CF | Crow's body in his arms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Shanty Quarter Day Four 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Shanty Quarter 		
CF | A labyrinthine morass of concrete and claustrophobia. You can feel 		
CF | death about you, like a fog that clings to every corpse and every 		
CF | brick. In the edges of your perception there are dozens or hundreds of 		
CF | spirits, broken and fractured and too incoherent to utter a whisper -- 		
CF | but you can feel their misery and longing all the same. 		
CF | 		
CF | Tangled rope ladders lead up and down. Somewhere to the north is the 		
CF | Via Mercurii, and to the west, Cadaver Walk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Gangway Day Four 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Gangway 		
CF | Rotting beams spiral from the Shanty Quarter like a stairway grasping 		
CF | for the stars. At their head is a jutting structure like a watchtower, 		
CF | and it shadows all that is beneath it, shielding grimy brick and 		
CF | concrete from desolate sky. 		
CF | 		
CF | The Shanty Quarter yawns below. Above you is the public house called 		
CF | the Crow's Nest -- closed, locked, and empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x structure" 		
CF ] Gangway Day Four 		
CF | > 		
CF | > X STRUCTURE 		
CF | 		
CF | At first glance it is haphazardly built. Only on closer inspection do 		
CF | you see the buttresses, the care that has gone into its construction. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " d" 		
CF ] Shanty Quarter Day Four 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Shanty Quarter 		
CF | A labyrinthine morass of concrete and claustrophobia. You can feel 		
CF | death about you, like a fog that clings to every corpse and every 		
CF | brick. In the edges of your perception there are dozens or hundreds of 		
CF | spirits, broken and fractured and too incoherent to utter a whisper -- 		
CF | but you can feel their misery and longing all the same. 		
CF | 		
CF | Tangled rope ladders lead up and down. Somewhere to the north is the 		
CF | Via Mercurii, and to the west, Cadaver Walk. 		
CF | 		
CF | > 		DavidW asks, "north?"
		Knight_Otu says, "We ... right."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Via Mercurii Day Four 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Via Mercurii 		
CF | The Road of Change is a snaking, secretive thing. It curls in the side 		
CF | streets and in the dark places. Here along the canal, the opulence of 		
CF | the Upper Perioch peels away to reveal midnight hues and scarlet 		
CF | lamps, and rivers of black blood like festering scars in the city's 		
CF | skin. 		
CF | 		
CF | To the north is the grand forum, bleak and empty, while to the south 		
CF | the Shanty Quarter begins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Grand Forum Day Four 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Grand Forum 		
CF | A mural of Solphos hangs over a desolate paved square, against the 		
CF | spires of the Channelworks District and the pungent smell of the dead. 		
CF | All around you are crowds of formless spirits and empty-eyed 		
CF | apparitions, which writhe and weep and claw at the mist like an 		
CF | unquiet sea. 		
CF | 		
CF | To the north, framed in illuminated mist, the Via Terminalis glimmers. 		
CF | 		
CF | > 		DavidW asks, "n?"
Knight_Otu says (to ClubFloyd), "talk to spirits" 		
CF ] Grand Forum Day Four 		
CF | > 		
CF | > TALK TO SPIRITS 		
CF | 		
CF | There are so many, and their spirits are so fragmented -- it hurts 		
CF | just to see them, let alone speak with them. 		
CF | 		
CF | The sounds of a distant pipe organ echo in the street. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Via Terminalis Junction 		
CF | The armillary sphere that marks this place is dormant, and the 		
CF | traffic-guiding glyphs have been replaced by hazard signs and 		
CF | quarantine barricades. You must flatten yourself against the walls to 		
CF | avoid the watchful eyes of the Vigiles patrols, which stalk the 		
CF | crossroads like masked interlopers in the mist. 		
CF | 		
CF | The checkpoints are a stark reminder that you aren't supposed to be 		
CF | traveling around the city at this hour. You doubt you will be able to 		
CF | convince the Vigiles of your innocence if they are on Doctor Serpens's 		
CF | payroll. And Justinian... 		
Knight_Otu pushes the green 'space' button. 		
CF | payroll. And Justinian...Even if the authorities were to recognize his 		
CF | guilt, the idea of his execution makes your skin crawl. The thought of 		
CF | him being brought to trial on your account -- 		
Knight_Otu pushes the green 'space' button. 		
CF | him being brought to trial on your account ---- beheaded for 		
CF | treason, remembered as a mass murderer -- 		
Knight_Otu pushes the green 'space' button. 		
CF | treason, remembered as a mass murderer --The thought sends a cold 		
CF | stabbing pain through your heart. It is almost too horrible to 		
CF | envision. He... he isn't a mass murderer. He never has been. Surely if 		
CF | you just talked to him... 		Knight_Otu says, "Marid, he is."
Knight_Otu pushes the green 'space' button. 		
CF | you just talked to him...There has to be another way. You can still 		
CF | make things right. Can't you? 		
Knight_Otu pushes the green 'space' button. 		
CF | make things right. Can't you?You watch the patrolling Vigiles for some 		
CF | time, but you cannot see an angle of approach. They are too observant, 		
CF | and the searchlights too numerous. You would be spotted instantly no 		
CF | matter which path you took, and you are beginning to lose hope in 		
CF | finding a way across, when -- 		MoyTravis says, "Marid is far too forgiving. I mean. She's very young, and also has a huge crush on him, but still."
Knight_Otu pushes the green 'space' button. 		
CF | finding a way across, when --Is that...? 		
Knight_Otu pushes the green 'space' button. 		
CF | finding a way across, when --Is that...?It's him. You'd recognize that 		
CF | mop of hair anywhere. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis Junction Talking to Horatio 		
CF | mop of hair anywhere.Horatio is posted at one of the crossings not too 		
CF | far from where you are, rubbing his mask and staring into the mist. 		
CF | 		
CF | 1) <Approach him.> 		
CF | 2) <Don't.> 		
CF | 		
CF | > 		MoyTravis asks, "Definitely talk to Horatio?"
		Knight_Otu says, "I guess we have to to make progress."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You pass between shadows, being careful to avoid the notice of the 		
CF | other enforcers. As you approach Horatio, he freezes. 		
Knight_Otu pushes the green 'space' button. 		
CF | other enforcers. As you approach Horatio, he freezes.Slowly he lowers 		
CF | his hand from his face, and reaches out as though to touch you. He 		
CF | stops short halfway, and takes an awkward step back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis Junction Talking to Horatio 		
CF | stops short halfway, and takes an awkward step back."Marid," he 		
CF | whispers. "I... I thought you left." 		
CF | 		
CF | 1) "I did." 		
CF | 2) "I'm sorry. About yesterday." 		
CF | 		
CF | > 		Knight_Otu asks, "1?"
		DavidW says, "mm-hm"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I did," you say. 		
CF | 		
CF | Horatio averts his eyes. "I... er... yeah. Yeah. You did." 		
Knight_Otu pushes the green 'space' button. 		
CF | Horatio averts his eyes. "I... er... yeah. Yeah. You did."A 		
CF | searchlight passes perilously close to you, and you instinctively take 		
CF | a step back. Horatio realizes that you are both in the open, and he 		
CF | leads you behind a nearby concrete pillar, just out of sight. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis Junction Talking to Horatio 		
CF | leads you behind a nearby concrete pillar, just out of sight."Listen," 		
CF | he says. He glances back at the scanning searchlight. "You shouldn't 		
CF | be here." 		
CF | 		
CF | 1) "I can't turn back now..." 		
CF | 2) "Doctor Justinian tried to silence me..." 		
CF | 3) "Horatio, I need to get to the Channelworks..." 		
CF | 		
CF | > 		Knight_Otu asks, "2? 3?"
		DavidW says, "yes. 2 first"
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | You take a deep breath. 		
CF | 		
CF | "Doctor Justinian tried to silence me," you say. "He... he's behind it 		
CF | all, somehow. He's using this affliction as a weapon -- a tool to kill 		
CF | people. He wants to change the world." 		
CF | 		
CF | Horatio stares at you, and his eyes widen. For a moment time stops. 		
Knight_Otu pushes the green 'space' button. 		
CF | Horatio stares at you, and his eyes widen. For a moment time 		
CF | stops."Primes," he says. "Oh Primes. What are you saying? What did he 		
CF | do to you?" 		
Knight_Otu pushes the green 'space' button. 		
CF | do to you?""He locked me in a room. He... he talked to me, and it was 		
CF | like... it was like he was a completely different person. He was 		
CF | totally different from the Justinian I knew. But it was -- that was a 		
CF | lie, wasn't it? He had always been that way. I just never realized 		
CF | it." 		
Knight_Otu pushes the green 'space' button. 		
CF | it."You realize you are shivering again, and you cross your arms, 		
CF | pulling your jacket tighter to try to block out the cold. 		
Knight_Otu pushes the green 'space' button. 		
CF | pulling your jacket tighter to try to block out the cold.Horatio puts 		
CF | a hand on your shoulder. "I can't believe it," he says softly. "Doctor 		
CF | Justinian..." 		
Knight_Otu pushes the green 'space' button. 		
CF | Justinian...""I... Horatio, I can't believe it myself. I still keep 		
CF | thinking that -- perhaps it was a dream, a hallucination. But it was 		
CF | real. The cistern he locked me in was real. I had to swim my way out 		
CF | -- I had to cut myself free and wash down the Bilious Canal. And I 		
CF | can't stop thinking about it, Horatio, I just can't..." 		
Knight_Otu pushes the green 'space' button. 		
CF | can't stop thinking about it, Horatio, I just can't...""I..." Horatio 		
CF | takes your hands. "It's okay, Marid, it's okay. You're here now, 		
CF | aren't you? You're going to be fine." 		
Knight_Otu pushes the green 'space' button. 		
CF | aren't you? You're going to be fine.""Horatio, I..." You close your 		
CF | eyes. "Horatio, I'm scared. Because Justinian... the Justinian I 		
CF | knew... he always knew what he was doing. Horatio, what if Justinian 		
CF | knows what he's doing? What if he's right?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis Junction Talking to Horatio 		
CF | knows what he's doing? What if he's right?"Horatio just watches you, 		
CF | stunned, and you can tell he has no idea how to respond. The wind 		
CF | rises and tugs and whips at the two of you. The rain falls. 		
CF | 		
CF | 1) "I can't turn back now..." 		
CF | 2) "Horatio, I need to get to the Channelworks..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Horatio, I... I need to get to the Channelworks," you say. "It's the 		
CF | only way. If I get there I can fix everything... I can make things 		
CF | right." 		
CF | 		
CF | You reach out and squeeze Horatio's hands, and he gazes at you with a 		
CF | look approaching awe. 		
Knight_Otu pushes the green 'space' button. 		
CF | look approaching awe."I..." he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | look approaching awe."I..." he says.He looks you up and down and takes 		
CF | a deep breath. You see yourself doubled in his lenses, staring back 		
CF | with eyes wide. 		
Knight_Otu pushes the green 'space' button. 		
CF | with eyes wide.Then he nods. 		
Knight_Otu pushes the green 'space' button. 		
CF | with eyes wide.Then he nods."Okay, Marid," he says, very simply. "What 		
CF | do you need?" 		
Knight_Otu pushes the green 'space' button. 		
CF | do you need?""Can you get me there?" 		
Knight_Otu pushes the green 'space' button. 		
CF | do you need?""Can you get me there?"Horatio looks out across the 		
CF | junction, at the patrolling enforcers and the swiveling lights. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Via Terminalis Junction Talking to Horatio 		
CF | junction, at the patrolling enforcers and the swiveling lights."I... 		
CF | Let me see." He scratches his head. "If I make it look like you're a 		
CF | lost civilian, I can walk you to the concourse out front. I don't 		
CF | think anyone will bother us if we look like we're supposed to be 		
CF | there. But I... I don't know how to get you across the bridge. The 		
CF | Channelworks is closed, and the bridge only comes down for workers 		
CF | with passes." 		
CF | 		
CF | 1) "I have a pass." <Show him Crow's passkey.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I have a pass." 		
CF | 		
CF | You reach into your jacket and take out the little oblong device that 		
CF | Webster gave you. The rain sparkles around it, its sigils reflected 		
CF | over and over in droplets. 		
Knight_Otu pushes the green 'space' button. 		
CF | over and over in droplets."That..." Horatio rubs the lenses on his 		
CF | mask. "Huh. Where did you get that?" 		
Knight_Otu pushes the green 'space' button. 		
CF | mask. "Huh. Where did you get that?""A friend said it would get me 		
CF | into the Channelworks," you say. 		
Knight_Otu pushes the green 'space' button. 		
CF | into the Channelworks," you say.He studies the glowing lines. 		
CF | "You've... really thought this through. All right. Since you already 		
CF | have what you need..." 		
Knight_Otu pushes the green 'space' button. 		
CF | have what you need..."He walks over to the pillar and peers around the 		
CF | side. 		
Knight_Otu pushes the green 'space' button. 		
CF | side."Nobody's looking. If you want to get to the Channelworks, now's 		
CF | the time." 		
Knight_Otu pushes the green 'space' button. 		
CF | the time."You nod. He takes your hand and leads you into the billowing 		
CF | rain. 		
Knight_Otu pushes the green 'space' button. 		
CF | rain.It is nerve-wracking at first: being out in the open, in full 		
CF | view of the sentries and the searchlights. Your heart skips each time 		
CF | one of the patrolling enforcers looks in your direction. Each time, 		
CF | you tense in anticipation of a shout and raised alarm -- but that 		
CF | moment never comes. Somehow, the looks cast in your direction slide 		
CF | off you like drops of oil, like you are the tiniest speck beneath the 		
CF | scrutiny of the Vigiles machine. 		
Knight_Otu pushes the green 'space' button. 		
CF | scrutiny of the Vigiles machine.So the rings of the armillary sphere 		
CF | loom like thunderclouds; and the black banner of the Turris Infinita 		
CF | billows like a specter in the sky; and Horatio leads you, steady in 		
CF | the grip of his hand, beyond the spotlights and the covered bodies and 		
CF | the battered barricade walls. By the light of your lantern, the two of 		
CF | you walk the ancient paths in the stonework, through the oppressive 		
CF | drizzling rain, until you have left the sight of the other enforcers 		
CF | and followed the northernmost crossing to its end. 		
Knight_Otu pushes the green 'space' button. 		
CF | and followed the northernmost crossing to its end.And there the 		
CF | Hydra Aquifera awaits you. The concourse stretches out before 		
CF | your eyes, and the Channelworks rises at the end of the district -- or 		
CF | perhaps the beginning. 		
Knight_Otu pushes the green 'space' button. 		
CF | perhaps the beginning.Horatio lets go of your hand and turns to you. 		
CF | "This is your stop," he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | "This is your stop," he says."I..." 		
Knight_Otu pushes the green 'space' button. 		
CF | "This is your stop," he says."I..."You find that you cannot look 		
CF | Horatio in the eye. 		
Knight_Otu pushes the green 'space' button. 		
CF | Horatio in the eye."Thanks, Horatio," you say. "You've been a good 		
CF | friend. I won't forget this." 		
Knight_Otu pushes the green 'space' button. 		
CF | friend. I won't forget this."Horatio nods, and he grows solemn. He 		
CF | looks at the Channelworks, at that golden-white fortress that almost 		
CF | seems to glow in the rain. 		
Knight_Otu pushes the green 'space' button. 		
CF | seems to glow in the rain."Don't worry about it," he says. "I 		
CF | suppose... I suppose this is where we part ways again. Isn't it?" 		
Knight_Otu pushes the green 'space' button. 		
CF | suppose... I suppose this is where we part ways again. Isn't it?"He 		
CF | gazes at you. 		
Knight_Otu pushes the green 'space' button. 		
CF | gazes at you."Marid... will I see you again?" 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Concourse Talking to Horatio 		
CF | gazes at you."Marid... will I see you again?" 		
CF | 1) "I'm counting on it." 		
CF | 2) "I'm glad I met you, Horatio." 		
CF | 		
CF | > 		DavidW says, "1 please. 2 sounds like a suicide mission."
		Knight_Otu says, "I mean, it might be."
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm counting on it." 		
CF | 		
CF | Horatio smiles. He steps forward and hugs you one last time, and you 		
CF | give him a peck on the cheek like you used to when you were children. 		
CF | When death and disease were things that only happened in stories and 		
CF | history books. 		DavidW says, "it might, yes"
Knight_Otu pushes the green 'space' button. 		
CF | history books."Good luck," he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | history books."Good luck," he says."Yeah." You bump his chest. "You 		
CF | should go. You'll get caught for deserting your post again." 		
Knight_Otu pushes the green 'space' button. 		
CF | should go. You'll get caught for deserting your post again."He nods 		
CF | and squeezes your arm, before turning around with a whirl of his coat. 		
CF | He trots back toward the junction, looking over his shoulder, waving 		
CF | like only a dunce like him could manage. 		
Knight_Otu pushes the green 'space' button. 		
CF | like only a dunce like him could manage.You watch him until he has 		
CF | vanished out of sight. Then you turn back to the Channelworks 		
CF | concourse with a new sense of resolve in your heart. 		
Knight_Otu pushes the green 'space' button. 		
CF | concourse with a new sense of resolve in your heart.Now there is only 		
CF | one thing left to do, and fate has placed the responsibility upon you 		
CF | to see it done. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Concourse Day Four 		
CF | to see it done.## Channelworks Concourse 		
CF | You stand before the fortress through which all waterways flow. 		
CF | Enormous colonnades line the concourse, flanked by selenite sentinels; 		
CF | hydra-like channels snake in patterns and merge into bas-reliefs of 		
CF | dizzying scale. Before the fosse, the statue of Reason bears aloft the 		
CF | Azoth. 		
CF | 		
CF | The bridge to the Channelworks floats disconnected above the fosse, 		
CF | like the suspended pieces of a puzzle. Yet you see dozens of 		
CF | wandering ghosts here, shimmering animii treading paths around the 		
CF | Channelworks concourse in cycles; and they cross the empty air to the 		
CF | Channelworks in a spectral procession. 		
CF | 		
CF | > 		Knight_Otu says, "So we are nearing the four hour mark, but then again, this might be endgame."
		DavidW asks, "talk to spirits?"
Knight_Otu says (to ClubFloyd), "talk to spirits" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > TALK TO SPIRITS 		
CF | 		
CF | There are so many, and their spirits are so fragmented -- it hurts 		
CF | just to see them, let alone speak with them. 		
CF | 		
CF | > 		DavidW asks, "which way do we go?"
Knight_Otu says (to ClubFloyd), "x passkey" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X PASSKEY 		
CF | 		
CF | A small oblong piece of ceramic that glows with sigil-work. According 		
CF | to Webster, you need it to get into the Channelworks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bridge" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X BRIDGE 		
CF | 		
CF | Curving plates of orichalcum hover in midair over the fosse. You only 		
CF | know them to be parts of a bridge from watching workers cross back and 		
CF | forth. 		
CF | 		
CF | > 		MoyTravis says, "I'm good to continue or end. But it seems like there's only a little more."
		DavidW asks, "> enter bridge ?"
Knight_Otu says (to ClubFloyd), "enter bridge" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > ENTER BRIDGE 		
CF | 		
CF | You need to figure out a way to lower the bridge first. 		
CF | 		
CF | > 		MoyTravis says, "What is a "fosse""
Knight_Otu says (to ClubFloyd), "wave passkey" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > WAVE PASSKEY 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fosse" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X FOSSE 		
CF | 		
CF | An immense water-filled moat bars access to the Channelworks. 		
CF | 		
CF | > 		DavidW says, "I don't know."
		MoyTravis says, "Apparently a moat, huh! Ok then."
		DavidW says, "There must be something to put the passkey into."
Knight_Otu says (to ClubFloyd), "x statue" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X STATUE 		
CF | 		
CF | She is sculpted in the image of the Trismegistus. A cloak billows 		
CF | around her, and a blindfold hides her eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cloak+" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X CLOAK+ 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cloak" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X CLOAK 		
CF | 		
CF | A cloak, because Reason is only revealed to the devoted. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move blindfold" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > MOVE BLINDFOLD 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x blindfold" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X BLINDFOLD 		
CF | 		
CF | A blindfold, because Reason gazes beyond worldly things. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > L 		
CF | 		
CF | Channelworks Concourse 		
CF | You stand before the fortress through which all waterways flow. 		
CF | Enormous colonnades line the concourse, flanked by selenite sentinels; 		
CF | hydra-like channels snake in patterns and merge into bas-reliefs of 		
CF | dizzying scale. Before the fosse, the statue of Reason bears aloft the 		
CF | Azoth. 		
CF | 		
CF | The bridge to the Channelworks floats disconnected above the fosse, 		
CF | like the suspended pieces of a puzzle. Yet you see dozens of 		
CF | wandering ghosts here, shimmering animii treading paths around the 		
CF | Channelworks concourse in cycles; and they cross the empty air to the 		
CF | Channelworks in a spectral procession. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search statue" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > SEARCH STATUE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "show passkey to statue" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > SHOW PASSKEY TO STATUE 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x colonnades" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X COLONNADES 		
CF | 		
CF | The pillars are taller than some buildings. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sentinels" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X SENTINELS 		
CF | 		
CF | Golems of war. Not even Death fazes them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bas-reliefs" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X BAS-RELIEFS 		
CF | 		
CF | Carved upon the Channelworks are dozens upon dozens of vignettes from 		
CF | history and myth. All of them pertain to water and life. 		
CF | 		
CF | > 		MoyTravis asks, "x reliefs?"
		MoyTravis asks, "x cycles?"
DavidW says (to ClubFloyd), "search reliefs" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > SEARCH RELIEFS 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search bas-reliefs" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > SEARCH BAS-RELIEFS 		
CF | 		
CF | The detail is breathtaking. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x put passkey in fosse" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X PUT PASSKEY IN FOSSE 		
CF | 		
CF | That is either not important or not something you can see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put passkey in fosse" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > PUT PASSKEY IN FOSSE 		
CF | 		
CF | If you did that, you'd never get it back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put passkey in statue" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > PUT PASSKEY IN STATUE 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x azoth" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X AZOTH 		
CF | 		
CF | A representation of the Staff of the Philosophers that stands for the 		
CF | Ineffable Truth. Or so you were taught in school. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x passkey" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X PASSKEY 		
CF | 		
CF | A small oblong piece of ceramic that glows with sigil-work. According 		
CF | to Webster, you need it to get into the Channelworks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull azoth" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > PULL AZOTH 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put passkey on azoth" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > PUT PASSKEY ON AZOTH 		
CF | 		
CF | Putting things on the replica of the Azoth would achieve nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put passkey in statue" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > PUT PASSKEY IN STATUE 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put passkey in bas-reliefs" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > PUT PASSKEY IN BAS-RELIEFS 		
CF | 		
CF | The bas-reliefs are high out of reach. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > L 		
CF | 		
CF | Channelworks Concourse 		
CF | You stand before the fortress through which all waterways flow. 		
CF | Enormous colonnades line the concourse, flanked by selenite sentinels; 		
CF | hydra-like channels snake in patterns and merge into bas-reliefs of 		
CF | dizzying scale. Before the fosse, the statue of Reason bears aloft the 		
CF | Azoth. 		
CF | 		
CF | The bridge to the Channelworks floats disconnected above the fosse, 		
CF | like the suspended pieces of a puzzle. Yet you see dozens of 		
CF | wandering ghosts here, shimmering animii treading paths around the 		
CF | Channelworks concourse in cycles; and they cross the empty air to the 		
CF | Channelworks in a spectral procession. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fortress" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X FORTRESS 		
CF | 		
CF | Justinian awaits. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show passkey to sentinels" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > SHOW PASSKEY TO SENTINELS 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "follow ghosts" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > FOLLOW GHOSTS 		
CF | 		
CF | (You'll have to specify which cardinal direction you want to go in. 		
CF | For example, >go west.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > N 		
CF | 		
CF | You need to figure out a way to lower the bridge first. 		
CF | 		
CF | > 		MoyTravis asks, "Did we x ghosts?"
Knight_Otu says (to ClubFloyd), "x ghosts" 		
CF ] Channelworks Concourse Day Four 		
CF | > 		
CF | > X GHOSTS 		
CF | 		
CF | The ghosts move as though following the steps of a dance. They pour in 		
CF | from the streets and the side roads, congregating on the concourse; 		
CF | they take something out of their coats or their handbags and make a 		
CF | motion with it like turning a crank. And then, as though guided by 		
CF | some invisible signal, they walk across air over the fosse and 		
CF | disappear into the mouth of the Channelworks. 		
CF | 		
CF | > 		MoyTravis says, "oh"
Knight_Otu says (to ClubFloyd), "turn passkey" 		
CF | > 		
CF | > TURN PASSKEY 		
CF | 		
CF | The passkey grows warm in your hand, and there is a sensation like 		
CF | pulling on invisible strings in the air. You feel as though something 		
CF | tremendous is happening which you cannot directly observe. 		Knight_Otu says, "Apparently not."
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Concourse Day Four 		
CF | tremendous is happening which you cannot directly observe.After a 		
CF | second, the parts of the bridge lower into place with a 		
CF | thunk. Orichalcum fuses to orichalcum, forming an unbroken 		
CF | crossing over the fosse. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hydra Aquifera Day Four 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hydra Aquifera 		
CF | Past the swooping gates and the gilded halls, there is a weight: the 		
CF | weight of ten thousand tons of brass and machinery and art, of 		
CF | hundred-year-old frescoes and pumping mechanisms, all bearing the 		
CF | weight of the district which upon this building rests. This, then, is 		
CF | the Channelworks, in all its grandeur, its might, its immensity, its 		
CF | capacity to change lives. 		
CF | 		
CF | There are dozens of halls here and hundreds of stations, but you know 		
CF | almost on instinct where Justinian will be. You have known him for too 		
CF | long -- his penchant for drama, his desire for control -- and it only 		
CF | seems clearer now that you have seen his true self. There could only 		
CF | be one place where everything would end. 		
CF | 		
CF | The stairs spiral from the heart of the Channelworks, and they lead 		
CF | upward. 		
CF | 		
CF | > 		DavidW says, "wild"
		Roger says, "nice work"
Knight_Otu says (to ClubFloyd), "u" 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Tarnished Landing 		
CF | Here the mechanisms fall away, replaced by a vast emptiness. Motes of 		
CF | dust are suspended in the skylights, as though frozen in time; the 		
CF | stairs pause and morph into a mezzanine from which you can see over 		
CF | all the vaulted arches of the Channelworks. Yet the plants and statues 		
CF | here do not overlook their domain, but gaze skyward, into the rarified 		
CF | tower above. 		
Knight_Otu pushes the green 'space' button. 		
CF | tower above.As you emerge upon the landing, you hear voices and 		
CF | footsteps, and you instinctively look about for somewhere to hide. You 		
CF | crouch behind a nearby sculpture and turn your eyes to the end of the 		
CF | landing with bated breath. 		Roger says, "them feels when you're trying to kill off most of the world'"
		Roger says, "world's population but then you get thwarted by your sometimes-girlfriend"
Knight_Otu pushes the green 'space' button. 		
CF | landing with bated breath.A door opens. Doctor Justinian steps out 		
CF | into the walkway, followed by the spittle-flecked protests of Doctor 		
CF | Serpens -- "This was not in the agreement," he barks, gesturing and 		
CF | yelling as though he could skewer his junior with words. "We had a 		
CF | plan, and you have overturned it. You have ruined everything -- ruined 		
CF | the most basic integrity of our project!" 		
Knight_Otu pushes the green 'space' button. 		
CF | the most basic integrity of our project!""Your 'project,' Doctor?" 		
CF | Justinian whirls around to face him. "You would claim ownership of 		
CF | this too? Is there nothing that you will not twist to serve your 		
CF | perverted interests?" 		
Knight_Otu pushes the green 'space' button. 		
CF | perverted interests?"Doctor Serpens's expression darkens yet further. 		
CF | "You? You accuse me of twisting Noctis's purpose? You little 		
CF | -- you petulant child. You know nothing about what 		
CF | Arturus and I sacrificed for this. You could not stomach the plans we 		
CF | had, the power we crafted. Now you use our work to live out your 		
CF | little fantasy and you threaten me -- you threaten me --" 		DavidW asks, "oh, is J going to kill S now?"
Knight_Otu pushes the green 'space' button. 		
CF | little fantasy and you threaten me -- you threaten me 		
CF | --"Doctor Justinian chuckles lowly. 		Knight_Otu says, "Possibly. One ass less to deal with."
Knight_Otu pushes the green 'space' button. 		
CF | --"Doctor Justinian chuckles lowly."What I said was not a threat," he 		
CF | says. "It was a declaration. I have no need to threaten something that 		
CF | has already been done." 		
Knight_Otu pushes the green 'space' button. 		
CF | has already been done."The older man's eyes widen. Justinian closes 		
CF | his hand into a fist in a sudden motion, and it hits you -- you 		
CF | see an emptiness and a sun and an ocean and a beginning. For 		
CF | an instant something brilliant swims at the edges of your vision. 		
Knight_Otu pushes the green 'space' button. 		
CF | an instant something brilliant swims at the edges of your 		
CF | vision.Doctor Serpens wails as the fingers of Noctis burrow into his 		
CF | animus and begin to rip it apart. 		
Knight_Otu pushes the green 'space' button. 		
CF | animus and begin to rip it apart.He collapses to his knees, convulsing 		
CF | like a man possessed, ichor spilling from his slack-jawed mouth and 		
CF | bloodshot eyes. It reminds you of the way that Reden died in Doctor 		
CF | Cavala's clinic -- only this time you see what is truly 		
CF | happening. You see every gory, unpleasant detail of what is 		
CF | happening to Doctor Serpens's soul. 		
Knight_Otu pushes the green 'space' button. 		
CF | happening to Doctor Serpens's soul.He screams, incoherently at first, 		
CF | then desperately, deliriously. "You -- bastard -- the wine --" 		
Knight_Otu pushes the green 'space' button. 		
CF | then desperately, deliriously. "You -- bastard -- the wine 		
CF | --"Justinian shakes his head. "You are no longer useful to me, Doctor. 		
CF | You should have thought about that before making demands." 		
Knight_Otu pushes the green 'space' button. 		
CF | You should have thought about that before making demands."He spits on 		
CF | the ground beside the flailing Serpens, before walking down the 		
CF | landing and through the double doors of a waiting lift. Doctor Serpens 		
CF | crawls pitifully after him, in fits and starts, leaving a trail of 		
CF | dripping black blood. 		DavidW says, "I wonder how we and our scalpel will fight that."
		MoyTravis says, "Just go "Yes I understand everything, come gimme a hug" and then gut him when he's like "YES I KNEW YOU WOULD""
		MoyTravis says, "ezpz"
		Knight_Otu says, "Maybe that'll work."
Knight_Otu pushes the green 'space' button. 		
CF | dripping black blood.Justinian turns and looks directly in your 		
CF | direction. He gazes at you for a while, his lower lip stiff, his hands 		
CF | shaking ever so slightly. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Tarnished Landing Day Four 		
CF | shaking ever so slightly.Then he presses an unseen button and the 		
CF | doors close. Doctor Serpens whimpers and cries, and slams his fist on 		
CF | the panel and vomits a puddle of blood at their feet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x serpens" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > X SERPENS 		
CF | 		
CF | He's moaning, spasming, coughing his own guts up. He will not see 		
CF | another sunrise. 		
CF | 		
CF | > 		DavidW asks, "oh, talk to Serpens?"
Knight_Otu says (to ClubFloyd), "talk to him" 		
CF ] Tarnished Landing Talking to Doctor Serpens 		
CF | > 		
CF | > TALK TO HIM 		
CF | 		
CF | Serpens chokes and gasps for air as you approach him. He clutches his 		
CF | hands to his eyes, trying to staunch the flow of blood that trickles 		
CF | forth. 		
CF | 		
CF | "You," he manages to utter. "Come... agh... come to gloat, did you?" 		
CF | 		
CF | 1) "I'm so sorry." 		
CF | 2) <Watch him struggle.> 		
CF | 		
CF | > 		MoyTravis says, "Though I'm not sure Marid is ruthless/composed enough to buff in quite that brutal a way."
		MoyTravis says, "bluff"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Tarnished Landing Talking to Doctor Serpens 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I'm... I'm so sorry," you say. 		
CF | 		
CF | Doctor Serpens scowls. He raises a quivering, accusatory finger. 		
CF | 		
CF | "I... don't need... your pity," he breathes. 		
CF | 		
CF | 1) "Why did Doctor Justinian turn on you?" 		
CF | 2) "Is it true? What he said about you?" 		
CF | 3) "Is there anything I can do?" 		
CF | 4) <Leave.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Tarnished Landing Talking to Doctor Serpens 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Why did Doctor Justinian turn on you?" 		
CF | 		
CF | Doctor Serpens gazes at you with bloodshot eyes. "He is a fool," he 		
CF | croaks. "A naive... reckless... fool. He thinks... he can change the 		
CF | world... alone." 		
CF | 		
CF | 1) "Is it true? What he said about you?" 		
CF | 2) "Is there anything I can do?" 		
CF | 3) <Leave.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Tarnished Landing Talking to Doctor Serpens 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Is it true? What he said about you?" 		
CF | 		
CF | The doctor retches and spits a glob of blood onto the floor. He takes 		
CF | a ragged breath. 		
CF | 		
CF | "Hypocrite," he says. "The boy... is out for himself. Like everyone 		
CF | else..." 		
CF | 		
CF | 1) "Is there anything I can do?" 		
CF | 2) <Leave.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Tarnished Landing Talking to Doctor Serpens 		
CF | > 		
CF | > 1 		
CF | 		
CF | Your hands tremble. "Is there anything I can do?" 		
CF | 		
CF | Doctor Serpens cranes his head up with some effort. His mouth opens in 		
CF | a gape -- he closes his bleeding eyes. 		
CF | 		
CF | "Nothing," he whispers. "Nothing. Our weapon... designed too well. 		
CF | Leave me be." 		
CF | 		
CF | 1) <Leave.> 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > 1 		
CF | 		
CF | You step back from the quivering wreck of a man. He is moving less, 		
CF | now. Waiting to die. 		
CF | 		
CF | You can feel the weight of your scalpel in your coat pocket. 		
CF | 		
CF | > 		DavidW says, "huh."
		Roger says, "okay talk to you later when you're dead byee"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > L 		
CF | 		
CF | Tarnished Landing 		
CF | Here the mechanisms fall away, replaced by a vast emptiness. Motes of 		
CF | dust are suspended in the skylights, as though frozen in time; the 		
CF | stairs pause and morph into a mezzanine from which you can see over 		
CF | all the vaulted arches of the Channelworks. Yet the plants and statues 		
CF | here do not overlook their domain, but gaze skyward, into the rarified 		
CF | tower above. 		
CF | 		
CF | Justinian has sealed the doors of the control room lift, leaving 		
CF | Doctor Serpens to die on the landing. To reach him, you will have to 		
CF | ascend the rest of the stairway to the top of the Channelworks. 		
CF | 		
CF | > 		MoyTravis says, "I guess a mercy-killing is an option."
		DavidW asks, "Is the game suggesting that we kill Serpens to die quicker?"
Knight_Otu says (to ClubFloyd), "x lift" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > X LIFT 		
CF | 		
CF | A red lamp glows over the doors, indicating that the lift is occupied. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf21" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Tarnished Landing Day Four 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kill serpens" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > KILL SERPENS 		
CF | 		
CF | As Doctor Serpens writhes in pain on the floor, he does not notice you 		
CF | standing over him. 		
CF | 		
CF | 1) <Put him out of his misery with your scalpel.> 		
CF | 2) <Walk away.> 		
CF | 		
CF | > 		MoyTravis says, "The game is asking us if we're sure, ha."
		DavidW says, "yeesh"
		DavidW says, "I don't like this choice."
		MoyTravis says, "It is not a good situation."
		Knight_Otu says, "I don't think Marid would kill in cold blood, but also I don't think she would let Serpens suffer."
		Roger says, "3) Put him into much more misery with your scalpel."
		DavidW asks, "If we kill Serpens, won't that put a chink in our armour, sorta?"
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > 2 		
CF | 		
CF | You step back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > I 		
CF | 		
CF | You are wearing your animus pendant, your natron jacket, and your 		
CF | clothes. On your person are Crow's passkey, an animus lantern 		
CF | (containing the spirit of your father), your practitioner's badge, 		
CF | your scalpel, your purse, and an antiseptic cloth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x purse" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > X PURSE 		
CF | 		
CF | You don't carry much money with you. Just enough to buy food and other 		
CF | necessities. 		
CF | 		
CF | > 		DavidW says, "hm. We lost some of our inventory."
		MoyTravis says, "Well I don't really think there's a good way to deal with Justinian that *doesn't* end up with him alive."
		Knight_Otu says, "With Justinian, I don't think it would be in cold blood."
		DavidW says, "I think J will have to die, but hopefully we won't have to kill him direct and personal-like."
		MoyTravis asks, "Either we murder him, we...leave? and tell the authorities, and he gets executed, or we leave and let him keep genociding everybody?"
		MoyTravis asks, "Anyways, okay, if we ain't mercy-killing S, so I guess we gotta find a way up?"
		Knight_Otu asks, "And yeah, some of ourr inventory is gone. I was thinking maybe we have something to ... what's the word?"
		DavidW says, "well, it probably would be best if J went to trial and everyone learned what happened more first-hand."
Knight_Otu says (to ClubFloyd), "x lift" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > X LIFT 		
CF | 		
CF | A red lamp glows over the doors, indicating that the lift is occupied. 		
CF | 		
CF | > 		DavidW asks, "I think we have to use the stairs?"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Tarnished Landing Day Four 		
CF | > 		
CF | > U 		
CF | 		
CF | Climb the stairs and confront Doctor Justinian? 		
CF | Please answer yes or no.> 		
Knight_Otu says (to ClubFloyd), "y" 		
CF ] 		
CF | 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf22" 		
CF | 		
CF | 		
CF | The stories of the Channelworks control tower are almost as old as the 		
CF | Channelworks itself. You heard many of these stories as a girl, even 		
CF | growing up in a different part of the city: how the first Philosophers 		
CF | used it to control the weather and turn back the hours of the day. In 		
CF | a world of wonders such as Solphos, such stories did not seem 		
CF | impossible. 		
CF | impossible.It was a disappointment when you arrived in the 		
CF | Channelworks District and you were told that it was a glorified water 		
CF | distributor. That for all the Philosophers' power and learning, they 		
CF | could not build a tower that defied the laws of nature or brought back 		
CF | that which was lost. 		MoyTravis says, "There are stairs? Oh. Yeah. It says."
		DavidW says, "save didn't happen"
Knight_Otu pushes the green 'space' button. 		
CF | that which was lost.Even so, as you climb the steps, you understand 		
CF | why so many stories arose around this place. There is something 		
CF | special here. Here, where the evening sun pierces the stained glass 		
CF | and the power of the alchemical lines prickles the skin, it is easy to 		
CF | believe that a solitary magus might rewrite history. 		Knight_Otu says, "Was meant to be space anyway."
		MoyTravis exclaims, "Marid sanitation is important!"
Knight_Otu pushes the green 'space' button. 		
CF | believe that a solitary magus might rewrite history.You climb the last 		
CF | step, and the animus-light beckons you. You step forth. 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Control Tower Day Four 		
CF | 		
CF | 		
CF | Channelworks Control Tower 		
CF | You are in a bubble suspended above the city wrought of glass and gold 		
CF | and dreams. The air hums with aetheric screens and controls, like the 		
CF | workstation of a divine puppeteer. Outside, a tempest batters the 		
CF | skylights and casts the shadows of transient wriggling raindrops. 		
CF | 		
CF | Before you he stands, gazing into the turning clouds, bending the 		
CF | animic skeins of the world with his fingertips. He pauses as he sees 		
CF | you enter in the reflection of the glass. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf23" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Channelworks Control Tower Day Four 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kill justinian" 		
CF | > 		
CF | > KILL JUSTINIAN 		
CF | 		
CF | You draw your scalpel and take a step towards Justinian. Your heart is 		
CF | pounding. Your lips are dry. 		
CF | 		
CF | His face is haggard in the storm-light. You can see the crevices in 		
CF | his cheeks, the cracks in his skin. He lowers his hands and looks at 		
CF | you with those smoldering eyes of his, like coals that might burn 		
CF | through your breast and make a blackened husk of your heart. 		
Knight_Otu pushes the green 'space' button. 		
CF | through your breast and make a blackened husk of your heart."You 		
CF | shouldn't have come here," he replies. 		
Knight_Otu pushes the green 'space' button. 		
CF | shouldn't have come here," he replies.He turns his eyes to the raging 		
CF | tempest outside. The rain runs down the glass in dark droplets. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Control Tower Talking to Justinian 		
CF | tempest outside. The rain runs down the glass in dark droplets."You 		
CF | could have stayed in the cistern," he says. "You were safe there. Dry. 		
CF | Why did you leave?" 		
CF | 		
CF | 1) "I had to find you..." 		
CF | 2) "I don't appreciate your idea of safety..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I don't appreciate your idea of safety," you say. "You locked me up, 		
CF | Justinian. Did you think you were doing me a favor?" 		
CF | 		
CF | "Marid..." 		
CF | 		
CF | You take another step forward. You can feel the air of the 		
CF | Channelworks parting around you, heavy and buzzing with enchantment. 		
CF | You can feel all the threads of power that touch this place. 		
CF | 		
CF | "I'm tired, Justinian," you say. "I'm tired of this nightmare. I'm 		
CF | tired of all this -- this insanity." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Control Tower Talking to Justinian 		
CF | tired of all this -- this insanity."Justinian closes his eyes and 		
CF | purses his lips. "Marid, I told you -- you still do not understand --" 		
CF | 		
CF | 1) "No, Justinian. I've finally seen the light..." 		
CF | 2) "Shut up, Justinian..." 		
CF | 		
CF | > 		Knight_Otu asks, "Which one do we go with?"
		MoyTravis asks, "Or I guess we can be like "yea actually mass death is cool and good"?"
		MoyTravis asks, "#2?"
Knight_Otu says (to ClubFloyd), " 2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Shut up, Justinian." 		
CF | 		
CF | You ball your hands into fists. Tight enough for your fingernails to 		
CF | jab into your skin. 		
CF | 		
CF | "I've been all over the district," you say. "I've seen things that no 		
CF | one should have to see. I've seen through the curtain between life and 		
CF | death. You keep talking down to me about your great plan, about your 		
CF | vision. Haven't you ever wondered what I've seen? What I think?" 		
Knight_Otu pushes the green 'space' button. 		
CF | vision. Haven't you ever wondered what I've seen? What I think?""I..." 		
Knight_Otu pushes the green 'space' button. 		
CF | vision. Haven't you ever wondered what I've seen? What I 		
CF | think?""I...""I've seen a lot of things, Justinian. I've done things 		
CF | that no one should have to do. And all for what? I've been thinking, 		
CF | Justinian, thinking about what I did and whether -- whether any of it 		
CF | was worth it." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Control Tower Talking to Justinian 		
CF | was worth it."You close your eyes. 		
CF | 		
CF | 1) "Because until today, I haven't saved a single life..." 		
CF | 2) "Because you're right, Justinian. No one can outrun 		
CF | Death..." 		
CF | 		
CF | > 		MoyTravis says, "Uh. Unsure on what, exactly, those mean."
		DavidW says, "The same thing. She's gonna stab him."
		DavidW says, "Either way."
Knight_Otu says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Because you're right, Justinian. No one can outrun Death. I've been 		
CF | chasing you for so long... chasing something that I didn't have a name 		
CF | for... and I'm starting to realize that perhaps it was a dream that 		
CF | never existed. 		
Knight_Otu pushes the green 'space' button. 		
CF | never existed."For the longest time, I held on to the memory of my 		
CF | father. I kept clinging to that day when I was fourteen years old and 		
CF | my life went up in flames... as if I could have gone back in time and 		
CF | done something to bring him back. I kept thinking -- could I have 		
CF | stopped Reden's death? Could I have fought the Trading Company? Could 		
CF | I have solved the Shanty Quarter's problems, if I had only looked 		
CF | close enough to find the answer?" 		
Knight_Otu pushes the green 'space' button. 		
CF | close enough to find the answer?"You touch your pendant. 		
Knight_Otu pushes the green 'space' button. 		
CF | close enough to find the answer?"You touch your pendant."I was 		
CF | mistaken," you say. "I never had a choice. 		
Knight_Otu pushes the green 'space' button. 		
CF | mistaken," you say. "I never had a choice."I grew up thinking 		
CF | Furopolis was beautiful. The gleaming statues, the towers and the 		
CF | lights. But it's all a lie, isn't it? It's a mask over a city that has 		
CF | been falling apart from the beginning. Looking down from above, we 		
CF | only see the glittering machine, not the blood and mud and tears that 		
CF | keep it going." 		
Knight_Otu pushes the green 'space' button. 		
CF | keep it going."A flash of lightning. It scores the Channelworks 		
CF | District in white, every skylight and spire rendered in a twisted 		
CF | tapestry. A peal of thunder rolls over the city, making the windows of 		
CF | the tower shudder; yet you wonder if the people of the Shanty Quarter, 		
CF | buried in concrete and neglect, will know its passing. 		
Knight_Otu pushes the green 'space' button. 		
CF | buried in concrete and neglect, will know its passing."So you do 		
CF | understand," Justinian murmurs. 		
Knight_Otu pushes the green 'space' button. 		
CF | understand," Justinian murmurs."I'm tired of chasing after a dream," 		
CF | you say. "It's about time I owned up to the truth. And the truth is 		
CF | that Death has always been here, in our city, in our world. We just 		
CF | chose not to see it." 		
Knight_Otu pushes the green 'space' button. 		
CF | chose not to see it."He nods, steps forward, takes your hand. He is 		
CF | alive now, eyes aglow, and there is an electric current in his fingers 		
CF | that touches yours. 		
Knight_Otu pushes the green 'space' button. 		
CF | that touches yours."You see it," he says. "The Channelworks District I 		
CF | see. Finally you understand. Then you see --" 		
Knight_Otu pushes the green 'space' button. 		
CF | see. Finally you understand. Then you see --"He turns and 		
CF | sweeps his arm across the whole panorama of glass, encompassing the 		
CF | skyline of the city. 		
Knight_Otu pushes the green 'space' button. 		
CF | skyline of the city."You see why this has to be done," he says. "We 		
CF | cannot change the city alone. We cannot change it with our clinics, 		
CF | our medicines, our surgeries. But with Noctis... With Noctis, we have 		
CF | a choice. We can make a difference. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Control Tower Talking to Justinian 		
CF | a choice. We can make a difference."You see the purpose in all of 		
CF | this. The potential that this has to change the world for the better. 		
CF | Don't you?" 		
CF | 		
CF | 1) "Noctis isn't the answer, Justinian..." 		
CF | 2) "Noctis is a means to an end. I see that now..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Noctis isn't the answer, Justinian." 		
CF | 		
CF | Lightning flashes once more, illuminating the two of you. The clouds 		
CF | beyond the glass broil and rage and whimper. 		
Knight_Otu pushes the green 'space' button. 		
CF | beyond the glass broil and rage and whimper."I wish it was so easy," 		
CF | you say. "If only it were so easy -- that we could stand in this 		
CF | tower, and snap our fingers, and it would fix everything. But life 		
CF | isn't like that. Death isn't like that. Death is like a fire, taking 		
CF | and taking and taking, until there's nothing left to take. 		
Knight_Otu pushes the green 'space' button. 		
CF | and taking and taking, until there's nothing left to take."You've seen 		
CF | it, haven't you? You've seen how death tears people apart. It leaves 		
CF | scars that our eyes can't see -- in our city, in our souls, in the 		
CF | world. It never creates something without taking something away. 		MoyTravis asks, "It feels weirdly out of character for Marid to just jump on the murder train but I guess that's an option?"
Knight_Otu pushes the green 'space' button. 		
CF | world. It never creates something without taking something away."I 		
CF | gave up everything to stop you, Justinian. What did you give up? What 		
CF | did you sacrifice to get to where you are now?" 		Knight_Otu says, "It might be."
Knight_Otu pushes the green 'space' button. 		
CF | did you sacrifice to get to where you are now?"He looks out the 		
CF | window. His eyes are hard, his jaw set. Doctor Serpens's blood oozes 		
CF | down the front of his coat, slowly, in long dark fingers. 		
Knight_Otu pushes the green 'space' button. 		
CF | down the front of his coat, slowly, in long dark fingers."It will all 		
CF | be worth it," he says. 		
Knight_Otu pushes the green 'space' button. 		
CF | be worth it," he says."Will it, Justinian? Will it?" You circle around 		
CF | and grab his shoulders, making him face you. "How many lives have you 		
CF | destroyed? How many people have you put in the ground? Justinian, you 		
CF | took everyone who I cared about away from me. I died and came 		
CF | back because you couldn't stop your own people from killing. Do you 		
CF | really want to bet on a biological weapon? Are you willing to stake 		
CF | the Channelworks District on that bet?" 		
Knight_Otu pushes the green 'space' button. 		
CF | the Channelworks District on that bet?"Justinian pushes you away with 		
CF | sudden force. 		
Knight_Otu pushes the green 'space' button. 		
CF | sudden force."You think I don't know that?" he says. "You think I 		
CF | don't regret what I've done? 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Control Tower Talking to Justinian 		
CF | don't regret what I've done?"Everything has a cost, Marid, and the 		
CF | cost is highest when we are trying to change the world. But it will be 		
CF | worth it. Pharmacos knew this. The Philosophers knew this. I can 		
CF | create a better world -- I know I can -- and I have weighed 		
CF | the consequences --" 		
CF | 		
CF | 1) "No, Justinian. No one can measure the weight of a soul." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "No, Justinian. No one can measure the weight of a soul." 		
CF | 		
CF | You stare down Justinian as the storm rages around the two of you, 		
CF | setting your confrontation to a chorus of wind and rain. Your heart 		
CF | hammers in your chest and the world spins, and you close your eyes and 		
CF | let the bitter tears fall. 		Knight_Otu says, "Title drop."
Knight_Otu pushes the green 'space' button. 		
CF | let the bitter tears fall."I understand," you say. "Believe me. I 		
CF | understand. I've seen just how little anyone matters in the grand 		
CF | scale of things... like pigeons that are born to fight for breadcrumbs 		
CF | and die. So why do we keep going? Why do we fight Death in a war that 		
CF | we can never win?" 		DavidW says, "We must be near the crux."
Knight_Otu pushes the green 'space' button. 		
CF | we can never win?"You turn to the windows and place a hand on the cold 		
CF | glass. It mists around your fingertips, tinging the city lights in 		
CF | somber white. 		
Knight_Otu pushes the green 'space' button. 		
CF | somber white."Because we have to," you whisper. "Because without us, 		
CF | there's no one else. 		
Knight_Otu pushes the green 'space' button. 		
CF | there's no one else."It's a thankless profession we chose, Justinian, 		
CF | to be the keepers of life and death. We keep the oath, and we hold the 		
CF | line, knowing that our faith may never be rewarded. We gather all the 		
CF | knowledge and the wisdom and the strength we can harness in ourselves, 		
CF | hoping that we can mend a broken world one patient at a time... 		
Knight_Otu pushes the green 'space' button. 		
CF | hoping that we can mend a broken world one patient at a 		
CF | time..."Perhaps one day, our strength will run out. We'll lose our 		
CF | knowledge, and our wisdom, and our hope. Perhaps one day the sea will 		
CF | claim us. 		
Knight_Otu pushes the green 'space' button. 		
CF | claim us."Until that day comes... I'm going to fight." 		
Knight_Otu pushes the green 'space' button. 		
CF | claim us."Until that day comes... I'm going to fight."Justinian shakes 		
CF | his head. He averts his gaze, whirls around, clenches and unclenches 		
CF | his fists -- he wails at the sky, a long and loud and inhuman cry of 		
CF | rage and terror and anguish. His eyes are wild and his cheeks are wet 		
CF | with tears. 		
Knight_Otu pushes the green 'space' button. 		
CF | with tears."I don't believe it," he whispers. "I don't understand. 		
CF | Why? Why? Why? I loved you, Marid, I loved you! So 		
CF | why must you be the same as all the others? Why... after all you've 		
CF | gone through... why do you still cling to that stupid -- fucking -- 		
CF | delusion?" 		Knight_Otu says, "Well, J dropped the f-bomb as well."
Knight_Otu pushes the green 'space' button. 		
CF | delusion?"His head falls. He grips the railing around the 		
CF | chamber, the life gone from his body, a shuddering wreck of the man 		
CF | you once knew. With your second sight, you see all the power 		
CF | of the Channelworks control tower wound up and clenched tightly in his 		
CF | hands. 		
Knight_Otu pushes the green 'space' button. 		
CF | hands."It's over, Justinian," you say. 		
Knight_Otu pushes the green 'space' button. 		
CF | hands."It's over, Justinian," you say.He shakes his head slowly, his 		
CF | shoulders trembling, his knuckles bone-white. Slowly, he draws himself 		
CF | up, inch by inch. He struggles to compose himself, twitching and 		
CF | shivering, as though your words have carved open one of his arteries 		
CF | and drained dry his beating heart. 		
Knight_Otu pushes the green 'space' button. 		
CF | and drained dry his beating heart."No," he breathes. "No. You will not 		
CF | stop me, Marid. You... cannot... stop me. 		
Knight_Otu pushes the green 'space' button. 		
CF | stop me, Marid. You... cannot... stop me."I see now. You could never 		
CF | understand. You are as deluded as everyone else is. No matter -- I 		
CF | won't allow you to hold me back any longer. I will keep my promise, 		
CF | Marid, and not lay a finger on you -- but from now on, we part ways, 		
CF | and all ties are severed between us. 		
Knight_Otu pushes the green 'space' button. 		
CF | and all ties are severed between us."If you still wish to end my 		
CF | life's work, you can do it over my cold, dead body." 		
Knight_Otu pushes the green 'space' button. 		
CF ] Channelworks Control Tower Talking to Justinian 		
CF | life's work, you can do it over my cold, dead body."He gazes at you. 		
CF | His eyes are alight; his chest rises and falls in ragged breaths. His 		
CF | is the countenance of a man prepared to die. 		
CF | 		
CF | 1) <Kill Justinian.> 		
CF | 2) <Walk away.> 		
CF | 		
CF | > 		Roger says, "dooooo it"
Knight_Otu says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | You close your eyes and walk forward. 		
Knight_Otu pushes the green 'space' button. 		
CF | You close your eyes and walk forward.It is all so easy. You have 		
CF | imagined this many times; first morbidly, then purposefully, with 		
CF | deliberation, as you realized the nature of the power entrusted in 		
CF | your hands. You practiced with your peers at the Physicians' College 		
CF | until it became second nature to you, and you learned to wield your 		
CF | scalpel as easily as an extension of yourself. 		
Knight_Otu pushes the green 'space' button. 		
CF | scalpel as easily as an extension of yourself.For to save a life is 		
CF | difficult, and exhausting, and never guaranteed; but to take a life 		
CF | with the flick of your wrist is the simplest thing in the world. 		
Knight_Otu pushes the green 'space' button. 		
CF | with the flick of your wrist is the simplest thing in the world.You 		
CF | stab Justinian in the neck with your scalpel. He collapses on the 		
CF | floor, blood spurting from his wound; and you see the world 		
CF | swim as his soul is shorn from his body in the same fluid motion. 		
Knight_Otu pushes the green 'space' button. 		
CF | swim as his soul is shorn from his body in the same fluid motion.His 		
CF | animus stares at you, eyes bulging in shock, a dark river running from 		
CF | its neck. Then the other souls in his wake, ten thousand strong, grasp 		
CF | his hair and clothes and phantom limbs, and his mouth distends in a 		
CF | wordless scream. Together they are pulled into a windless vortex, and 		
CF | they are borne away, into the reaches of the veil beyond your second 		
CF | sight. 		
Knight_Otu pushes the green 'space' button. 		
CF | sight.You take deep breaths. Your knees are weak. You close your eyes 		
CF | and rest on the railing for a moment, trying to steady your hammering 		
CF | heart, and to ignore the sight and scent of pooling blood. 		
Knight_Otu pushes the green 'space' button. 		
CF | heart, and to ignore the sight and scent of pooling blood.In death 		
CF | Justinian looks almost content. 		
Knight_Otu pushes the green 'space' button. 		
CF | Justinian looks almost content.Perhaps you have failed him. Perhaps 		
CF | you have failed the Philosophers, by dishonoring your oath. Certainly, 		
CF | by the standards of the Physicians' College, you are no longer worthy 		
CF | of bearing a scalpel. 		
Knight_Otu pushes the green 'space' button. 		
CF | of bearing a scalpel.But you have not failed the Channelworks 		
CF | District. Justinian will kill no one else. You have made sure of that. 		
Knight_Otu pushes the green 'space' button. 		
CF | District. Justinian will kill no one else. You have made sure of 		
CF | that.You step over Justinian's body and gaze upon the city and its 		
CF | lights, and all its meandering souls. The storm has passed, leaving a 		
CF | myriad glimmering raindrops to flow into each other on the other side 		
CF | of the glass. There is a feeling in the air that you have almost 		
CF | forgotten: a feeling of weightlessness, of a time without fear. And 		
CF | there -- on the horizon, on the clouds, on the flashing lenses of your 		
CF | animus lantern -- the first rays of dawn. 		Roger says, "unforuntately his body was full of lethal pathogens. Whoops"
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | E P I L O G U E 		MoyTravis asks, "Okay but isn't there still an uncontrolled plague going on?"
		MoyTravis says, "Maybe the epilogue will address that."
		Roger says, "PROBLEM SOLVED"
		Knight_Otu says, "I gather that the plague was very much controlled by that ass."
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | The sunlight hits the counter, and you blink the dust of sleep out of 		
CF | your eyes. You sit up, stretching your sore arms and rubbing the old 		
CF | ache in your neck. 		
Knight_Otu pushes the green 'space' button. 		
CF | ache in your neck.Those old dreams -- have you fallen asleep on the 		
CF | job again? What Doctor Cavala would think if she saw you now... 		
Knight_Otu pushes the green 'space' button. 		
CF | job again? What Doctor Cavala would think if she saw you now...You 		
CF | straighten your jacket and brush your hair into some semblance of 		
CF | presentability. Your mentor will back from the hearing soon, and you 		
CF | need to be ready for whatever tidings she brings. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic 		
CF | need to be ready for whatever tidings she brings.## Clinic 		
CF | The waiting area is bathed in late-afternoon sunlight, illuminating 		
CF | plaques, memorabilia, the odd passing ghost. A row of chairs faces the 		
CF | prescription counter, where a battered animus lantern casts a 		
CF | comforting glow. Further on is the consulting study, home to a desk 		
CF | strewn with unfinished notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | > 		DavidW says, "uhhhhh"
		MoyTravis asks, "Welp do we wanna end or try and wrap it up?"
		MoyTravis says, "'cuz 's been a long session"
Knight_Otu says (to ClubFloyd), "x plaques" 		
CF ] Clinic 		
CF | > 		
CF | > X PLAQUES 		
CF | 		
CF | FOR EXCEPTIONAL COURAGE AND FAITHFUL SERVICE DURING THE NOCTIS 		
CF | CRISIS OF AURITIUM IV. 		
CF | 		
CF | > 		Roger says, "Surely it must almost be over"
		DavidW says, "okay, it wasn't all a dream"
Knight_Otu says (to ClubFloyd), "x counter" 		
CF ] Clinic 		
CF | > 		
CF | > X COUNTER 		
CF | 		
CF | You've worked here for so long now that you know all the patterns in 		
CF | the latticework screen by heart. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look up reden" 		
CF ] Clinic 		
CF | > 		
CF | > LOOK UP REDEN 		
CF | 		
CF | That object or command isn't available. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x diagrams" 		
CF ] Clinic 		
CF | > 		
CF | > X DIAGRAMS 		
CF | 		
CF | The beginnings of a research paper on the Noctis vaccine. It's still a 		
CF | work in progress, but you have some promising results. 		
CF | 		
CF | > 		MoyTravis says, "consult"
		DavidW asks, "Do we need to clean up something?"
Knight_Otu says (to ClubFloyd), "consult pigeonholes about reden" 		
CF ] Clinic 		
CF | > 		
CF | > CONSULT PIGEONHOLES ABOUT REDEN 		
CF | 		
CF | There's no point dredging up old memories. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "j" 		
CF ] Journal 		
CF | Seventh of Libra, Auritum V 		
CF | 		
CF | It's been a long time since I thought about Justinian. 		
CF | 		
CF | I thought I was over him -- I'd been for a long time -- but his memory 		
CF | still fills me with a kind of painful longing. I know how silly it is 		
CF | to pine for something that could never have been... but I still feel 		
CF | as though something precious was lost on that day. 		
CF | 		
CF | Looking back, my experiences seem almost too incredible to be true; 		
CF | and yet I cannot deny that what happened to me was real. It's left its 		
CF | mark on the world around me, and it haunts me wherever I go, in the 		
CF | corner of my second sight. When I go to bed at night, sometimes I 		
CF | still see him beneath my eyelids, calling out to me with 		
CF | those fiery eyes... 		
CF | 		
CF | Perhaps you were right, Justinian. In the end, I took the easy way 		
CF | out, just as you did. I couldn't escape the circle of life and death. 		
CF | But I told you, on that day, that until I lost every ounce of hope I 		
CF | would continue to fight. 		
CF | 		
CF | I'm still fighting, Justinian. I owe you that much. 		
CF | 		
CF | Current objectives: 		
CF | 		
CF | - Wait for Doctor Cavala to return 		
CF | 		
CF | Marid's notes: 		
CF | 		
CF | - Now that I think about it, the clinic has changed quite a bit since 		
CF | then... 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Clinic 		
CF | 		
CF | 		
CF | Clinic 		
CF | The waiting area is bathed in late-afternoon sunlight, illuminating 		
CF | plaques, memorabilia, the odd passing ghost. A row of chairs faces the 		
CF | prescription counter, where a battered animus lantern casts a 		
CF | comforting glow. Further on is the consulting study, home to a desk 		
CF | strewn with unfinished notes and diagrams. 		
CF | 		
CF | A calomel curtain leads north to the surgery room, stairs lead down to 		
CF | the mortuary, and the front door lies east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Clinic 		
CF | > 		
CF | > N 		
CF | 		
CF | It's best to stay in earshot of the front door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Clinic 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | Your notes are laid out in neat stacks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notes" 		
CF ] Clinic 		
CF | > 		
CF | > X NOTES 		
CF | 		
CF | The beginnings of a research paper on the Noctis vaccine. It's still a 		
CF | work in progress, but you have some promising results. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Clinic 		
CF | > 		
CF | > D 		
CF | 		
CF | It's best to stay in earshot of the front door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lantern" 		
CF ] Clinic 		
CF | > 		
CF | > X LANTERN 		
CF | 		
CF | It glitters with the warm light of your father's animus. 		
CF | 		
CF | A chime issues from the front door. Is she back? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open front door" 		
CF | > 		
CF | > OPEN FRONT DOOR 		
CF | 		
CF | You open the door and Doctor Cavala barges through, her greatcoat 		
CF | flapping and her mechanical leg hissing and clicking. She has a boy on 		
CF | her back with his arms wrapped over her shoulders. 		
CF | 		
CF | "You took your sweet time, Marid," your mentor quips. "Get over here 		
CF | and help me --" 		
Knight_Otu says (to ClubFloyd), "push space" 		
CF | and help me --"Damn it. "I'll handle him," you say. "You prep the 		
CF | gurney --" 		
DavidW pushes the green 'space' button. 		
CF | gurney --"Cavala lifts the boy's forearms, and you shoulder his weight 		
CF | with quick, practiced motions. He's coughing and gasping, and his 		
CF | breath is cold -- probably inhaled some kind of halitus or wraith 		
CF | disturbed by the Shanty Quarter remodeling. You steal a glance at 		
CF | Cavala, and your assumption is confirmed when she retrieves an emetic 		
CF | and an air pump from under the counter. 		
DavidW pushes the green 'space' button. 		
CF | and an air pump from under the counter."Breathe slowly," you tell the 		
CF | boy as you carry him to the surgery room. "You're going to be fine. 		
CF | Just take deep breaths -- in and out -- in and out, okay?" 		
DavidW pushes the green 'space' button. 		
CF | Just take deep breaths -- in and out -- in and out, okay?""I'm 		
CF | scared," he cries. "I can't breathe... Am I... Am I going to die?" 		
DavidW pushes the green 'space' button. 		
CF | scared," he cries. "I can't breathe... Am I... Am I going to die?""No, 		
CF | you're not," you say firmly. "Just keep breathing deeply. As long as 		
CF | you keep it steady, you'll be fine." 		
DavidW pushes the green 'space' button. 		
CF | you keep it steady, you'll be fine.""I -- I want to live..." 		
DavidW pushes the green 'space' button. 		
CF | you keep it steady, you'll be fine.""I -- I want to live...""You'll 		
CF | live," you tell him. "You'll live. We'll make sure of that." 		
DavidW pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | live," you tell him. "You'll live. We'll make sure of that."The two of 		
CF | you pass through the calomel curtain into the cold light of the 		
CF | surgery room. Cavala nods at you, a hint of a smile on her lips. You 		
CF | sit the boy down on the gurney, head back, arms apart. You kiss your 		
CF | pendant for luck before pulling your gloves on. 		
DavidW pushes the green 'space' button. 		
CF | pendant for luck before pulling your gloves on.The boy might live, or 		
CF | he might not. Ever since the Council demolished the Shanty Quarter 		
CF | without consulting its residents, you've seen dozens of cases like 		
CF | his. And if you save him, the chances are that he'll die a week later 		
CF | of a knife wound or a throat infection. There's nothing you can do to 		
CF | change that. 		
DavidW pushes the green 'space' button. 		
CF | change that.But here and now, you can do something. You can make sure 		
CF | the kid gets the chance to live one more day. 		
DavidW pushes the green 'space' button. 		
CF | the kid gets the chance to live one more day.Your mentor looks at you. 		
CF | "Ready, Doctor Marid?" 		DavidW says, "oo, Doctor Marid."
DavidW pushes the green 'space' button. 		
CF | "Ready, Doctor Marid?""Always." 		
DavidW pushes the green 'space' button. 		
CF ] Surgery Room 		
CF | "Ready, Doctor Marid?""Always." 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | You achieved Ending 3 of 7. 		
CF | 		
CF | Thank you for completing the Spring Thing 2021 release of The 		
CF | Weight of a Soul. 		
CF | You can send me feedback at the following link: 		
CF | [LINK] 		
CF | Alternatively, you can contact me directly at 		
CF | chinkeeyong@gmail.com. 		
CF | 		
CF | Thanks again for playing The Weight of a Soul! 		
CF | 		
CF | Would you like to >restart, >restore a saved story, 		
CF | >quit, >undo the last command, or view the >help 		
CF | menu? 		
CF | > 		Knight_Otu says, "So still worthy to wield a scalpel."
		Roger says, "Reckon so"
		Knight_Otu says, "Seven endings."
		DavidW says, "Gosh."
		MoyTravis says, "I wonder if they're all reachable in the last scene, or if any of them require pre-last-scene actions."
		DavidW says, "It's pretty late. I don't want to chase after alternate endings today."
		Knight_Otu asks, "I may be able to get the transcript to the author early. Would anyone mind that?"
		DavidW says, "I don't mind."
		DavidW says, "Thank you all for getting us through this."
		DavidW says, "That was a long game."
		MoyTravis says, "It's definitely longer than new games tend to be."
		Knight_Otu says, "It was. Glad to have played it though."
		MoyTravis says, "I think IFComp encourages ~2 hour limits"
		MoyTravis says, "but this was, uh, longer."
		DavidW says, "yes, I think this was a Spring Thing game, though."
		MoyTravis says, "Good though! Really good."
		Knight_Otu says, "The subject matter was a bit too topical, but that's hardly the author's fault. He started writing it much earlier."
		Roger says, "There's a lot to it"
		MoyTravis says, "Yeah it apparently was started 2017? by IFDB demo dating."
		Knight_Otu says, "Sounds right."
		MoyTravis says, "Anyways, thanks all! 'specially Otu and David for driving."
MoyTravis 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!"
Roger 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 goes home. 		DavidW says, "good night all"
DavidW disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again.	



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ClubFloyd Transcript:
Fuddo and Slam 2: The Fishing-Trip (Brown Trout and Goblins)
by John Wilson
As played on ifMUD on June 27, 2021

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 Fuddo and Slam 2: The Fishing-Trip (Brown Trout and Goblins) written by John Wilson. Fuddo and Slam 2: The Fishing-Trip (Brown Trout and Goblins) was written to illustrate the option in 'PunyInform' to change between the main characters. 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, "sorry, still too hot to think here"
		Roger says, "But I'm up for anything"
		Knight_Otu says, "I think something cute or uplifting, without a pandemic reminder, would be nice, but I'm not choosing. We know what happens when I choose."
		MoyTravis says, "I agree but have no idea what to choose for that. Or what to choose in general, really."
		MoyTravis exclaims, "So...not it!"
		Roger says, "'The Fishing Trip' looks pretty lightweight from its description"
Jacqueline has arrived. 		Jacqueline says, "I like fishing."
		Knight_Otu exclaims, "Hey Jacq!"
		Jacqueline says, "Heya."
		Knight_Otu says, "Doesn't look like its uploaded yet. At least not under F."
		Jacqueline says, "Oh, I can take care of that."
		Jacqueline says, "One sec."
		Jacqueline asks, "'The Fishing-Trip - Brown Trout and Goblins'?"
		Knight_Otu says, "I didn't see any other fishing trip at least."
Jacqueline says (to ClubFloyd), "load sleepmask fishingtrip" 		
CF ] Small Clearing08:30 		
CF | This part of the northern marshlands was split in half by a wide, 		
CF | fast-flowing river but it had always proved a good place to catch 		
CF | brown trout and Slam knew this well. Apart from which he was also a 		
CF | great believer in the old legends of "Goblin Gold" that were retold in 		
CF | the alehouses of the Shyre almost every single night of the week. 		
CF | 		
CF | So it was that Fuddo and Slam set off on their latest adventure ... 		
CF | 		
CF | In this game you can switch player characters by typing "Become Fuddo" 		
CF | or "Become Slam". 		
CF | 		
CF | Fuddo and Slam 2 		
CF | The Fishing-Trip 		
CF | (Brown Trout and Goblins). 		
CF | Release 1 / Serial number 201210 / Inform v6.34 PunyInform v1.8 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | > 		MoyTravis says, ""Fuddo and Slam"? And 2! I wonder what 1 is."
		Jacqueline asks, "So, Fuddo and Slam in the Shyre instead of Frodo and Sam in the Shire?"
		Roger says, "one might assume"
		Jacqueline says, "One *will* assume."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Small Clearing08:33 		
CF | > 		
CF | > X ME 		
CF | 		
CF | A jovial little Boggit, well liked throughout the land. Answering to 		
CF | the name of "Fuddo". 		
CF | 		
CF | > 		Knight_Otu says, "Surely they're totally original characters."
		DavidW asks, "What's this series called? Lord of the Ring-a-Ding-Dings?"
		Jacqueline says (to Knight), "Yes. Totally original Boggits."
		Knight_Otu asks, "Maybe it was Sword of the Kings?"
Jacqueline says (to ClubFloyd), "x slam" 		
CF ] Small Clearing08:33 		
CF | > 		
CF | > X SLAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Heehee"
		Jacqueline says, "Oh no. Our friend, Slam, is not here."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Small Clearing08:36 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a short sword. 		
CF | 		
CF | > 		Jacqueline says, "I think we need a different tool to go fishing."
		Knight_Otu says, "(Is the sword called Sling, I wonder.)"
Jacqueline says (to ClubFloyd), "x sling" 		
CF ] Small Clearing08:36 		
CF | > 		
CF | > X SLING 		
CF | 		
CF | Sorry, I don't understand what "sling" means. 		
CF | 		
CF | > 		Jacqueline says, "Aw"
		DavidW says, "Unless we stab our fish to catch them."
Jacqueline says (to ClubFloyd), "x sword" 		
CF ] Small Clearing08:39 		
CF | > 		
CF | > X SWORD 		
CF | 		
CF | Shiny, bright-edged and razor-sharp. With a small hole in the handle 		
CF | where Stefan has promised to insert the necessary "bits" to allow it 		
CF | to switch modes between "Hack 'em to death" and "Slice them slowly". 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
Jacqueline says (to ClubFloyd), "hide" 		
CF ] Small Clearing08:39 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "It took us 3 minutes to look at our sword."
		DavidW asks, "Go to river?"
		DavidW asks, "north?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] River Bank08:42 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads southwards. 		
CF | 		
CF | The faint smell of cooked fish and wood-smoke drifts upstream on the 		
CF | morning air. 		
CF | 		
CF | You can see a plank of wood here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wood" 		
CF ] River Bank08:42 		
CF | > 		
CF | > X WOOD 		
CF | 		
CF | Sorry, I don't understand what "wood" means. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x plank" 		
CF ] River Bank08:45 		
CF | > 		
CF | > X PLANK 		
CF | 		
CF | It could have been classed as a long plank had a couple of feet not 		
CF | been broken off one end, however it was still a fairly solid piece of 		
CF | wood. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take plank" 		
CF ] River Bank08:48 		
CF | > 		
CF | > TAKE PLANK 		
CF | 		
CF | The plank is heavy only Slam will be able to carry it, so perhaps 		
CF | Fuddo should leave it for him. 		
CF | 		
CF | > 		Jacqueline sighs. "One of *these*.
		DavidW asks, "Which way is upstream? West or east?"
Jacqueline says (to ClubFloyd), "x stream" 		
CF ] River Bank08:48 		
CF | > 		
CF | > X STREAM 		
CF | 		
CF | Sorry, I don't understand what "stream" means. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x river" 		
CF ] River Bank08:51 		
CF | > 		
CF | > X RIVER 		
CF | 		
CF | The waters of the river flowed from East to West and had done so for 		
CF | as long as anybody could remember. 		
CF | 		
CF | > 		DavidW asks, "So, east is upstream?"
		Knight_Otu says, "So, east from the clearing we started in."
		DavidW asks, "We can't go east from here?"
		Jacqueline says, "Yes, east is upstream, and possibly though not necessarily where the smell is coming from."
Jacqueline says (to ClubFloyd), "e" 		
CF ] River Bank08:54 		
CF | > 		
CF | > E 		
CF | 		
CF | A thick briar hedge prevents any progress in that direction. 		
CF | 		
CF | > 		Knight_Otu says, "Not according to the txt, but maybe."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Small Clearing08:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | A dark shape flies overhead and blocks out the sun for just a moment 		
CF | ... 		
CF | 		
CF | > 		Knight_Otu says, "*text"
		DavidW says, "Naughty hedge."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Rocky Cliff Face09:00 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Rocky Cliff Face 		
CF | Formed from cold grey granite, the cliff face rises almost vertically 		
CF | to the sky. However a small ledge can be seen part way up. 		
CF | 		
CF | You can see a small elf, a large rock, a backpack (which is closed) 		
CF | and a small wooden table here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "elf" 		
CF ] Rocky Cliff Face09:00 		
CF | > 		
CF | > ELF 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x elf" 		
CF ] Rocky Cliff Face09:03 		
CF | > 		
CF | > X ELF 		
CF | 		
CF | A wizened little Elf, dressed in green and wearing a pointed cap. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x rock" 		
CF ] Rocky Cliff Face09:06 		
CF | > 		
CF | > X ROCK 		
CF | 		
CF | Quite large, it looks to have fallen off the nearby cliff face. It 		
CF | looks heavy but could be lifted by a strong character. 		
CF | 		
CF | > 		Jacqueline says, "A strong character, who is not us."
Jacqueline says (to ClubFloyd), "x backpack" 		
CF ] Rocky Cliff Face09:09 		
CF | > 		
CF | > X BACKPACK 		
CF | 		
CF | Stout canvas and brown leather. 		
CF | 		
CF | > 		Roger says, "not yet"
		DavidW says, "Maybe we're the cute one."
Jacqueline says (to ClubFloyd), "x table" 		
CF ] Rocky Cliff Face09:12 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | Oval in shape, with carved legs and the words "Deposit Backpack Here" 		
CF | carved across the middle of it. 		
CF | 		
CF | Underneath, in smaller letters, is carved "Only backpacks will be 		
CF | counted - No sacks." 		
CF | 		
CF | > 		Jacqueline says (to DW), "heh"
DavidW says (to ClubFloyd), "greet elf" 		
CF ] Rocky Cliff Face09:12 		
CF | > 		
CF | > GREET ELF 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to elf" 		
CF ] Rocky Cliff Face09:15 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | 		
CF | "Just drop the objects you find here ... do me a favour though and 		
CF | don't drop them one at a time" says the Elf. 		
CF | 		
CF | > 		Knight_Otu says, "Always the fine print."
DavidW says (to ClubFloyd), "ask elf about backpack" 		
CF ] Rocky Cliff Face09:18 		
CF | > 		
CF | > ASK ELF ABOUT BACKPACK 		
CF | 		
CF | "If it is information you are after then try asking the Dwarf" replies 		
CF | the Elf, pointing to an old Castle on a faraway hilltop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take backpack" 		
CF ] Rocky Cliff Face09:21 		
CF | > 		
CF | > TAKE BACKPACK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Rocky Cliff Face09:24 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the backpack. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Rocky Cliff Face09:27 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | The backpack is empty. 		
CF | 		
CF | > 		DavidW says, "I think we're done in this location for now."
		Jacqueline says, "Yeah."
		Jacqueline asks, "Is the river still south of us?"
		Jacqueline says, "I'm guessing not"
		DavidW says, "This seems to be where to drop our treasures."
		Jacqueline says, "Yeah"
		DavidW says, "The river bank was west and north from here, I think."
DavidW says (to ClubFloyd), "x castle" 		
CF ] Rocky Cliff Face09:27 		
CF | > 		
CF | > X CASTLE 		
CF | 		
CF | Sorry, I don't understand what "castle" means. 		
CF | 		
CF | > 		Knight_Otu says, "There was mention of a ledge."
DavidW says (to ClubFloyd), "u" 		
CF ] Rocky Cliff Face09:30 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ledge" 		
CF ] Rocky Cliff Face09:33 		
CF | > 		
CF | > X LEDGE 		
CF | 		
CF | Sticking out from the cliff-face, the rocky ledge appears to be 		
CF | accessible from a small tunnel entrance at the rear of it. 		
CF | 		
CF | > 		Jacqueline says, "Sorry, yes, I meant to the north. (Was confusing it with... well, never mind.)"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Rocky Cliff Face09:36 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW says, "I want to head back to the clearing and dig the patch of earth. Maybe there's a trapdoor there."
		Jacqueline says, "Oh, that's north."
		Jacqueline says (to DW), "That is a very 'you' thing to say. Sure."
		Jacqueline asks, "Dig... with the sword?"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Rocky Cliff Face09:39 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a backpack (which is empty) and a short sword. 		
CF | 		
CF | > 		DavidW says, "with our Hans."
		Jacqueline says, "Oh. I love me a Hans."
Knight_Otu says (to ClubFloyd), "exits" 		
CF ] Rocky Cliff Face09:39 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "Our bear, Hans."
		DavidW says, "west, please"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Small Clearing09:42 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | A dark shape flies overhead and blocks out the sun for just a moment 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig patch" 		
CF ] Small Clearing09:45 		
CF | > 		
CF | > DIG PATCH 		
CF | 		
CF | You will need a spade to dig here ... 		
CF | 		
CF | > 		DavidW says, "west again, then"
		Jacqueline says, "I am not necessarily wanting to drive. There will be food in front of me soon."
Jacqueline says (to ClubFloyd), "look up" 		
CF ] Small Clearing09:48 		
CF | > 		
CF | > LOOK UP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | A dark shape flies overhead and blocks out the sun for just a moment 		
CF | ... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x shape" 		
CF ] Small Clearing09:48 		
CF | > 		
CF | > X SHAPE 		
CF | 		
CF | Sorry, I don't understand what "shape" means. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x dark" 		
CF ] Small Clearing09:48 		
CF | > 		
CF | > X DARK 		
CF | 		
CF | Sorry, I don't understand what "dark" means. 		
CF | 		
CF | > 		Jacqueline says, "ugh, game."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Vast Chasm09:51 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vast Chasm 		
CF | A large gap, hundreds of feet deep cuts the ground in two at this 		
CF | point. 		
CF | 		
CF | You can see a single wooden post here. 		
CF | 		
CF | > 		DavidW says, "That's just atmosphere, unless you whistle."
		Jacqueline asks, "What if it's a dragon, 'bout to smite us?"
DavidW says (to ClubFloyd), "x post" 		
CF ] Vast Chasm09:54 		
CF | > 		
CF | > X POST 		
CF | 		
CF | It appears to be all that remains of the small bridge that once 		
CF | crossed the chasm. A length of weathered rope is tied around the post 		
CF | and dangles over the edge of the chasm. 		
CF | 		
CF | You could always chance your luck and climb down the rope. 		
CF | 		
CF | > 		Knight_Otu asks, "The dread dragon Smog?"
		Roger says, "A dark forces rises in the... overhead"
		DavidW asks, "What if it's a dragon that can give us a ride to the ledge?"
DavidW says (to ClubFloyd), "x chasm" 		
CF ] Vast Chasm09:57 		
CF | > 		
CF | > X CHASM 		
CF | 		
CF | Probably a lot, lot wider than a Boggit can leap across, the chasm 		
CF | descends into darkness and prevents any further access to the west. 		
CF | Just below a small rocky ledge juts out from the chasm wall. 		
CF | 		
CF | > 		Jacqueline asks, "I play a lot of Skyrim VR. I get annoyed by large dark shapes flying overhead, okay?"
		DavidW says, "I vote we climb down this rope."
DavidW says (to ClubFloyd), "wear backpack" 		
CF ] Vast Chasm10:00 		
CF | > 		
CF | > WEAR BACKPACK 		
CF | 		
CF | Unfortunately the shoulder-straps are missing so the backpack will 		
CF | have to be carried instead. 		
CF | 		
CF | > 		Jacqueline says, "Sure."
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "climb rope" 		
CF ] Vast Chasm10:03 		
CF | > 		
CF | > CLIMB ROPE 		
CF | 		
CF | Boggits don't climb anything apart from ropes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb down rope" 		
CF ] Rocky Ledge10:06 		
CF | > 		
CF | > CLIMB DOWN ROPE 		
CF | 		
CF | 		
CF | Rocky Ledge 		
CF | Protruding from the face of the chasm, the small ledge offers a 		
CF | foothold from which to assess your bearings. To the east you can see 		
CF | the entrance to a tunnel. A weathered rope hangs down from above, 		
CF | perhaps you should climb up the rope. 		
CF | 		
CF | You can see a Goblin archer here. 		
CF | 		
CF | You let go of the rope .. 		
CF | 		
CF | > 		Knight_Otu says, "Erm."
		Jacqueline says, "Weird"
		Jacqueline says, "There's a goblin."
		Jacqueline says, "eep"
		DavidW says, "I guess 'climb' is strictly an upward action."
		Knight_Otu says, "Maybe."
DavidW says (to ClubFloyd), "talk to archer" 		
CF ] Rocky Ledge10:09 		
CF | > 		
CF | > TALK TO ARCHER 		
CF | 		
CF | 		
CF | "Do you have any treasure?" asks the archer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x archer" 		
CF ] Rocky Ledge10:12 		
CF | > 		
CF | > X ARCHER 		
CF | 		
CF | A swarthy little individual carrying a large bow and a quiver of 		
CF | arrows. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask archer about treasure" 		
CF ] Rocky Ledge10:15 		
CF | > 		
CF | > ASK ARCHER ABOUT TREASURE 		
CF | 		
CF | "Who do you think I am, the old Dwarf that dwells in the old Castle?" 		
CF | snaps the Archer. 		
CF | 		
CF | > 		Roger says, "for all the rope-climbing in games, I can't think of a realistic IF take on mountain climbing"
		Jacqueline says, "I mean, I feel like we can say we don't have any treasure."
		Knight_Otu says, "The folks here sure are private."
		DavidW says, "Only the silly Castle-Dwarf answers questions, I suppose."
		MoyTravis says, "...man all these people are kinda terse. And unfriendly."
		MoyTravis says, "Well. By adventure game standards."
		DavidW asks (of Roger), "Tethered?"
		Roger says, "I don't think I've played that one -- thanks."
		DavidW says, "I vote we go east into the tunnel."
		Roger says, "aye"
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel Entrance10:18 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness10:21 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		Knight_Otu says, "Uh oh."
		DavidW says, "I vote we become Slam and see what he can do."
		Jacqueline says (to Roger), "You mean, like, "Presently you have a decent foothold for your left foot, but your right foot feels a little unstable. There are six potential hand holds above you, five of which seem less than ideal, but the sixth is kind of a stretch and you're not sure you could make it without a little jump-and-grab. Fortunately, your very trustworthy partner has you on belay, but the fall would still hurt if you miss."
		Roger says, "sure"
DavidW says (to ClubFloyd), "become slam" 		
CF ] River Bank10:24 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads eastwards. 		
CF | 		
CF | You can see a large brown trout (swimming in the river), a branch, a 		
CF | large hessian sack (which is closed), a fish carcass, a log and a 		
CF | small fire here. 		
CF | 		
CF | > 		MoyTravis asks, "What even would be a realistic IF take on mountain climbing? Do you have to worry about positioning your pitons?"
		Jacqueline says, "Oh, uh."
		Jacqueline says, "Huh"
		Roger says, "hessian sack, perfect for all your head-storage needs"
DavidW says (to ClubFloyd), "x trout" 		
CF ] River Bank10:27 		
CF | > 		
CF | > X TROUT 		
CF | 		
CF | About 10 inches long and reasonably fat, it would make a good supper 		
CF | for Slam later. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search leaves" 		
CF ] River Bank10:30 		
CF | > 		
CF | > SEARCH LEAVES 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | A putrid smell of rotting vegetation hangs in the air ... 		
CF | 		
CF | > 		MoyTravis asks, "Uh, fish the sack out maybe?"
DavidW says (to ClubFloyd), "catch trout" 		
CF ] River Bank10:33 		
CF | > 		
CF | > CATCH TROUT 		
CF | 		
CF | You reach under the log, grab a large caterpillar and stick it on the 		
CF | bent pin at the end of the length of string. Then with a flick of your 		
CF | wrist you cast the caterpillar out into the flowing waters. 		
CF | 		
CF | You wait patiently for a few moments and then draw the string back in. 		
CF | You take the trout off the pin and release the bedraggled caterpillar, 		
CF | which then squelches off north. 		
CF | 		
CF | A putrid smell of rotting vegetation hangs in the air ... 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sack" 		
CF ] River Bank10:36 		
CF | > 		
CF | > TAKE SACK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cook trout" 		
CF ] River Bank10:36 		
CF | > 		
CF | > COOK TROUT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take branch" 		
CF ] River Bank10:39 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		Jacqueline says, "Caterpillars don't generally survive the fishing..."
DavidW says (to ClubFloyd), "open sack" 		
CF ] River Bank10:42 		
CF | > 		
CF | > OPEN SACK 		
CF | 		
CF | You open the large hessian sack. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x carcass" 		
CF ] River Bank10:45 		
CF | > 		
CF | > X CARCASS 		
CF | 		
CF | It looks like the remains of breakfast. Judging by the look of its 		
CF | head it used to be a large brown trout. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		Knight_Otu says, "The atmospheric events surely fire too often."
		DavidW asks, "Leave the carcass here? Light the branch? Go fetch the plank and move the boulder?"
		DavidW says, "I also want to leave the fire burning in case we need it later."
		Roger says, "how irresponsible"
		DavidW says, "I know. I feel bad."
		Roger says, "that's alright; it's a good plan"
DavidW says (to ClubFloyd), "light branch" 		
CF ] River Bank10:48 		
CF | > 		
CF | > LIGHT BRANCH 		
CF | 		
CF | You stick the end of the branch into the fire. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take branch" 		
CF ] River Bank10:51 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | You already have that. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] River Bank10:54 		
CF | > 		
CF | > X IT 		
CF | 		
CF | A length of branch, burning brightly at one end. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Copse of Trees10:57 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		Jacqueline says, "FWIW, this game is available for z-code interpreters, as well as C-64, Amiga, Atari ST, Spectrum, Apple II, and Mac. I don't think they were as focused on 'are the chracters fully fleshed out' or 'are the atmospheric events too frequent'"
		Jacqueline says, "Not to say that these things are mutually exclusive, of course. They're not."
DavidW says (to ClubFloyd), "x boulder" 		
CF ] Copse of Trees11:00 		
CF | > 		
CF | > X BOULDER 		
CF | 		
CF | An impressively heavy-looking boulder, behind it (to the south) 		
CF | appears to be the entrance to a cave. Carved on the boulder are a 		
CF | number of runes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read runes" 		
CF ] Copse of Trees11:03 		
CF | > 		
CF | > READ RUNES 		
CF | 		
CF | They resemble a rat and a spider. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, yeah, and I'm not trying to be mean here, just observing."
DavidW says (to ClubFloyd), "move boulder" 		
CF ] Copse of Trees11:06 		
CF | > 		
CF | > MOVE BOULDER 		
CF | 		
CF | You place your shoulder against the face of the boulder and exert 		
CF | pressure but the boulder refuses to budge. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Yeah. I agree that they could be toned down a bit."
DavidW says (to ClubFloyd), "x trees" 		
CF ] Copse of Trees11:09 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | Tall slender trees, their roots intermingling with the rough grasses 		
CF | at their bases. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search grass" 		
CF ] Copse of Trees11:09 		
CF | > 		
CF | > SEARCH GRASS 		
CF | 		
CF | Sorry, I don't understand what "grass" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb trees" 		
CF ] Copse of Trees11:12 		
CF | > 		
CF | > CLIMB TREES 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | > 		Knight_Otu says, "But if I do get mean, by all means, stop me."
DavidW says (to ClubFloyd), "s" 		
CF ] Cave Entrance11:15 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x poster" 		
CF ] Cave Entrance11:18 		
CF | > 		
CF | > X POSTER 		
CF | 		
CF | Fancy a challenge ... then see if you can locate ALL the hidden 		
CF | objects in the game ... there are probably about SIXTEEN of them. 		
CF | 		
CF | signed 		
CF | Balrog. 		
CF | 		
CF | P.S. No prizes or points to be gained, just the fun of the challenge 		
CF | ... I'm a tight old sod these days. 		
CF | 		
CF | Oh and before anybody asks, the reason most of the chests and boxes 		
CF | look the same is because the Goblins bought a job-lot from the little 		
CF | elves that live in the Northern hills ... anything to save money, them 		
CF | Goblins are frugal little characters. 		
CF | 		
CF | > 		MoyTravis asks, "...is there a double-space there?"
		Knight_Otu says, "Avoids all Tolkien specific names, and the there's Balrog. ;)"
		DavidW says (to Moy), "yes"
		Jacqueline says (to KO), "ha"
		Jacqueline says, "Yeah"
		DavidW asks, "south again?"
		MoyTravis says, "Maybe it's the guy from Street Fighter."
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel11:21 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel11:24 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the wooden chest. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Tunnel11:27 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | In the wooden chest is a small statuette. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x statuette" 		
CF ] Tunnel11:30 		
CF | > 		
CF | > X STATUETTE 		
CF | 		
CF | Made of porcelain, it looks to be a sleeping Dragon. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Tunnel11:33 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | You are carrying too many things already. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Tunnel11:36 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a burning branch (providing light), a large hessian 		
CF | sack (which is empty), a large brown trout and a length of string. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put trout and string in sack" 		
CF ] Tunnel11:39 		
CF | > 		
CF | > PUT TROUT AND STRING IN SACK 		
CF | 		
CF | large brown trout: You put the large brown trout into the large 		
CF | hessian sack. 		
CF | length of string: You put the length of string into the large hessian 		
CF | sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put statuette in sack" 		
CF ] Tunnel11:42 		
CF | > 		
CF | > PUT STATUETTE IN SACK 		
CF | 		
CF | (first taking the small statuette) 		
CF | You put the small statuette into the large hessian sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW says, "I saw no exits mentioned here. But perhaps Frudley-o is nearby."
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel11:45 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel11:48 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel11:51 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, I wondered if this would connect us up with Frobo"
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel11:54 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel11:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel12:00 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the wooden chest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Tunnel12:03 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | In the wooden chest is a pile of dust. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search dust" 		
CF ] Tunnel12:06 		
CF | > 		
CF | > SEARCH DUST 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel12:09 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel12:12 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Knight_Otu says, "That must be some valuable dust to be stored in a chest."
		DavidW says, "hm. Is this the 2nd chest again? We may be in a tunnel maze."
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel12:15 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the wooden chest. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Tunnel12:18 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | In the wooden chest is a small bronze breastplate. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x breastplate" 		
CF ] Tunnel12:21 		
CF | > 		
CF | > X BREASTPLATE 		
CF | 		
CF | Tarnished bronze and fitted with leather straps, there are numerous 		
CF | dents across its surface. It looks to be big enough for an Ogre or 		
CF | maybe a very large Troll. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW asks, "hm. Too big for us?"
DavidW says (to ClubFloyd), "wear it" 		
CF ] Tunnel12:24 		
CF | > 		
CF | > WEAR IT 		
CF | 		
CF | (first taking the small bronze breastplate) 		
CF | That doesn't seem to be something you can wear. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put it in sack" 		
CF ] Tunnel12:27 		
CF | > 		
CF | > PUT IT IN SACK 		
CF | 		
CF | You put the small bronze breastplate into the large hessian sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Knight_Otu asks, "Wait, how big are we that this is small for us?"
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel12:30 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel12:33 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		MoyTravis exclaims, "Smash it open!"
DavidW says (to ClubFloyd), "smash chest" 		
CF ] Tunnel12:36 		
CF | > 		
CF | > SMASH CHEST 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Tunnel12:39 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		MoyTravis says, "Aww. I guess we're not so big."
		Jacqueline asks, "Man, remember that one time when violence was the answer?"
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel12:42 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | > 		Knight_Otu says, "I remember when violins weren't the answer."
		Roger says, "good old tunneling axes"
		Jacqueline exclaims (at KO), "You should write a game where violins are the answer!"
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel12:45 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Knight_Otu says, "I should finish IotA first, maybe."
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel12:48 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel12:51 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		MoyTravis says, "Write a gimmick game, where the solution to every puzzle could plausibly map to "violins are the answer"."
		DavidW says, "I'm getting lost in these tunnels."
		Jacqueline says, "uh-oh"
		Roger says, "It's effective"
		DavidW says, "I'm thinking I should've brough the carcass."
		DavidW says, "brought"
		MoyTravis asks, "What else we got on us?"
		Jacqueline asks, "Oh, to use as a marker?"
DavidW says (to ClubFloyd), "drop breastplate" 		
CF ] Tunnel12:54 		
CF | > 		
CF | > DROP BREASTPLATE 		
CF | 		
CF | You aren't holding it. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Roger says, "our track record with carcasses has been excellent"
DavidW says (to ClubFloyd), "take it" 		
CF ] Tunnel12:57 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Knight_Otu says, "Some string, at least."
DavidW says (to ClubFloyd), "drop it" 		
CF ] Tunnel13:00 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		MoyTravis asks, "??? oh it's doing the thing where holding != in sack?"
		Knight_Otu says, "Yeah."
		DavidW says, "It's an old game."
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel13:03 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel13:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel13:09 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a small bronze breastplate and a wooden chest (which is 		
CF | closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel13:12 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel13:15 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW That could be one of two chests. 		Knight_Otu asks, "Is it old? I don't think it's originally a C64 game, just made with those limittaions in mind?"
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel13:18 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel13:21 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel13:24 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		Knight_Otu asks, "Or am I going crazier that usual?"
DavidW says (to ClubFloyd), "drop statuette" 		
CF ] Tunnel13:27 		
CF | > 		
CF | > DROP STATUETTE 		
CF | 		
CF | You aren't holding it. 		
CF | 		
CF | A large rat scurries by .... 		
CF | 		
CF | > 		Jacqueline says (to KO), "It's a PunyInform game."
DavidW says (to ClubFloyd), "take statuette" 		
CF ] Tunnel13:30 		
CF | > 		
CF | > TAKE STATUETTE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline | [LINK]
DavidW says (to ClubFloyd), "drop it" 		
CF ] Tunnel13:33 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | A large rat scurries by .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kill rat" 		
CF ] Tunnel13:36 		
CF | > 		
CF | > KILL RAT 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel13:39 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Tunnel13:39 		
CF | > 		
CF | > NW 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Tunnel13:42 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Tunnel13:45 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Tunnel13:45 		
CF | > 		
CF | > NE 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel13:48 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | The smell of cooked rat wafts through the tunnel ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel13:51 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel13:54 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel13:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Tunnel14:00 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a burning branch (providing light) and a large hessian 		
CF | sack (which contains a length of string and a large brown trout). 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take string" 		
CF ] Tunnel14:03 		
CF | > 		
CF | > TAKE STRING 		
CF | 		
CF | Taken. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop it" 		
CF ] Tunnel14:06 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel14:09 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a small bronze breastplate and a wooden chest (which is 		
CF | closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel14:12 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large rat, a length of string and a wooden chest (which 		
CF | is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kill rat" 		
CF ] Tunnel14:15 		
CF | > 		
CF | > KILL RAT 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rat" 		
CF ] Tunnel14:18 		
CF | > 		
CF | > TAKE RAT 		
CF | 		
CF | "Sod off!" hisses the rat, "I have enough probems with the bleedin' 		
CF | Troll and the Goblin picking me up all the time.." 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to rat" 		
CF ] Tunnel14:21 		
CF | > 		
CF | > TALK TO RAT 		
CF | 		
CF | There was no reply ... 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about rat" 		
CF ] Tunnel14:24 		
CF | > 		
CF | > ASK RAT ABOUT RAT 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rat" 		
CF ] Tunnel14:27 		
CF | > 		
CF | > X RAT 		
CF | 		
CF | Still alive and kicking, the large black rat has numerous teethmarks 		
CF | along it back. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "follow rat" 		
CF ] Tunnel14:27 		
CF | > 		
CF | > FOLLOW RAT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take string" 		
CF ] Tunnel14:30 		
CF | > 		
CF | > TAKE STRING 		
CF | 		
CF | Taken. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tie string to rat" 		
CF ] Tunnel14:33 		
CF | > 		
CF | > TIE STRING TO RAT 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop string" 		
CF ] Tunnel14:36 		
CF | > 		
CF | > DROP STRING 		
CF | 		
CF | Dropped. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about tunnels" 		
CF ] Tunnel14:39 		
CF | > 		
CF | > ASK RAT ABOUT TUNNELS 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rat" 		
CF ] Tunnel14:42 		
CF | > 		
CF | > TAKE RAT 		
CF | 		
CF | "Sod off!" hisses the rat, "I have enough probems with the bleedin' 		
CF | Troll and the Goblin picking me up all the time.." 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about troll" 		
CF ] Tunnel14:45 		
CF | > 		
CF | > ASK RAT ABOUT TROLL 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Roger says, "shallow NPCs, but more than I was expecting"
		Jacqueline asks (of DW), "Who do you think this rat is? That gnome (or whatever it was) in the castle?"
		DavidW says, "I suppose the right answer is to feed it something."
		DavidW says, "Dwarf is in the castle."
		Jacqueline says (to DW), "Thank you."
		Jacqueline says, "I almost said dwarf."
		Knight_Otu says, "Maybe they're just a talking rat, on their way to Cragne Manor to find a wind-up key."
		DavidW says, "I have no real idea what the rat is except for living in the tunnels. There ought to be a spider as well, I suppose, because the runes depicted both."
		DavidW says, "The rat might even move things around, screwing us even harder."
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel14:48 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel14:51 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | > 		Knight_Otu says, "Oh dear, I didn't consider that."
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel14:54 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large rat, a length of string and a wooden chest (which 		
CF | is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel14:57 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | > 		Jacqueline says, "Especially if the thing you set down were, say, a carcass."
		Jacqueline says, "of a fish"
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel15:00 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel15:03 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take trout" 		
CF ] Tunnel15:06 		
CF | > 		
CF | > TAKE TROUT 		
CF | 		
CF | Taken. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop it" 		
CF ] Tunnel15:09 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel15:12 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a length of string and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel15:15 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel15:18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large brown trout and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel15:21 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel15:24 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel15:27 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large brown trout and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance15:30 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees15:33 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Bank15:36 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads eastwards. 		
CF | 		
CF | You can see a fish carcass, a log and a small fire here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take carcass" 		
CF ] River Bank15:39 		
CF | > 		
CF | > TAKE CARCASS 		
CF | 		
CF | Taken. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take caterpillar" 		
CF ] River Bank15:39 		
CF | > 		
CF | > TAKE CATERPILLAR 		
CF | 		
CF | Sorry, I don't understand what "caterpillar" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take log" 		
CF ] River Bank15:42 		
CF | > 		
CF | > TAKE LOG 		
CF | 		
CF | It may be old and decayed but the log is too heavy to pick up ... even 		
CF | for Slam. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push log" 		
CF ] River Bank15:45 		
CF | > 		
CF | > PUSH LOG 		
CF | 		
CF | You try but it refuses to budge ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Copse of Trees15:48 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cave Entrance15:51 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take poster" 		
CF ] Cave Entrance15:54 		
CF | > 		
CF | > TAKE POSTER 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel15:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large brown trout and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW says, "If my understanding is right, there's really only four tunnel rooms."
		DavidW says, "no, five."
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel16:00 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel16:03 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a length of string and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel16:06 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel16:09 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a length of string and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Jacqueline says, "Ah. This game was principally written to demontrate PunyInform's character switching option."
		Jacqueline says, "This does remind me that I bought a copy of Tristam Island and should play it. We could play it here, I should think."
		Jacqueline says, "Which I suspect is a more robust example of PunyInform, rather than a game written as a demonstration of a feature."
		DavidW says, "I'm not sure what to do next."
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Tunnel16:12 		
CF | > 		
CF | > X ME 		
CF | 		
CF | A small, fat, scruffy little Boggit, answering to the name of "Slam". 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW asks, "I think I've seen all the tunnels?"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Tunnel16:15 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Tunnel16:18 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Tunnel16:18 		
CF | > 		
CF | > NW 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel16:21 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a small bronze breastplate and a wooden chest (which is 		
CF | closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Jacqueline says, "What is Flodo doing while we are Stam? Just sitting there, I am guessing. Rather than, say, autonomously living his NPC life."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel16:24 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Knight_Otu says, "I'm guessing cowering in darkness."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel16:27 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | Something causes you to look over your shoulder, but you see nothing 		
CF | ... 		
CF | 		
CF | > 		Jacqueline says (to KO), "heh"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel16:30 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x marks" 		
CF ] Tunnel16:33 		
CF | > 		
CF | > X MARKS 		
CF | 		
CF | Most probably spider bites. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		MoyTravis says, "It'd be a fun game where when you switched characters the other character just, like, went home and made tea."
DavidW says (to ClubFloyd), "empty chest" 		
CF ] Tunnel16:33 		
CF | > 		
CF | > EMPTY CHEST 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dust" 		
CF ] Tunnel16:36 		
CF | > 		
CF | > TAKE DUST 		
CF | 		
CF | It slips through your fingers 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell dust" 		
CF ] Tunnel16:39 		
CF | > 		
CF | > SMELL DUST 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig dust" 		
CF ] Tunnel16:42 		
CF | > 		
CF | > DIG DUST 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | > 		Roger says, "need a dustbuster"
DavidW says (to ClubFloyd), "blow dust" 		
CF ] Tunnel16:42 		
CF | > 		
CF | > BLOW DUST 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "clean dust" 		
CF ] Tunnel16:45 		
CF | > 		
CF | > CLEAN DUST 		
CF | 		
CF | You achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chest" 		
CF ] Tunnel16:48 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | You move the chest to reveal a small spade. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take spade" 		
CF ] Tunnel16:51 		
CF | > 		
CF | > TAKE SPADE 		
CF | 		
CF | Taken. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		Roger says, "we'd be lost without you"
		DavidW says, "I'm still lost, but that spade would be good for the patch in the clearing."
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel16:54 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a length of string and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Jacqueline says, "I guess - at least in my head, this may not actually be the case - that I'm used to games where the NPCs you can switch between are either together, or where you play the whole game as one person before switching to another character. I'm not sure I remember them being separated and being able to switch between them."
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel16:57 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel17:00 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a length of string and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel17:03 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel17:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large brown trout and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance17:09 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees17:12 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Copse of Trees17:15 		
CF | > 		
CF | > E 		
CF | 		
CF | That way is blocked by the large boulder. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb boulder" 		
CF ] Copse of Trees17:18 		
CF | > 		
CF | > CLIMB BOULDER 		
CF | 		
CF | Boggits don't climb anything apart from ropes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig" 		
CF ] Copse of Trees17:18 		
CF | > 		
CF | > DIG 		
CF | 		
CF | I think you wanted to say "dig something". Please try again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig boulder" 		
CF ] Copse of Trees17:21 		
CF | > 		
CF | > DIG BOULDER 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Bank17:24 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads eastwards. 		
CF | 		
CF | You can see a log and a small fire here. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] River Bank17:24 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | I think you wanted to say "swim in something". Please try again. 		
CF | 		
CF | > 		Knight_Otu says, ">Use boggit magic to turn the boulder into a rope."
DavidW says (to ClubFloyd), "swim in river" 		
CF ] River Bank17:27 		
CF | > 		
CF | > SWIM IN RIVER 		
CF | 		
CF | Boggits might like to dip their feet in the cool waters in the heat of 		
CF | Summer but you will never catch them immersing their whole body in any 		
CF | water - so swimming is out of the question. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x leaves" 		
CF ] River Bank17:30 		
CF | > 		
CF | > X LEAVES 		
CF | 		
CF | Mostly brown, decayed and rotting away. Probably fell off the nearby 		
CF | bushes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "count leaves" 		
CF ] River Bank17:33 		
CF | > 		
CF | > COUNT LEAVES 		
CF | 		
CF | 1-2-3- 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bushes" 		
CF ] River Bank17:36 		
CF | > 		
CF | > X BUSHES 		
CF | 		
CF | The branches are covered in yellow leaves and prickly, sharp thorns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move leaves" 		
CF ] River Bank17:39 		
CF | > 		
CF | > MOVE LEAVES 		
CF | 		
CF | What a concept! 		
CF | 		
CF | > 		Jacqueline says, "Finally, a realistic counting of leaves."
		Jacqueline says, "1-2-3-that is enough."
		Knight_Otu exclaims, "1, 2, 3, hey caterpillar!"
DavidW says (to ClubFloyd), "e" 		
CF ] Copse of Trees17:42 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		Jacqueline says, "heh"
DavidW says (to ClubFloyd), "pull boulder" 		
CF ] Copse of Trees17:45 		
CF | > 		
CF | > PULL BOULDER 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rock boulder" 		
CF ] Copse of Trees17:45 		
CF | > 		
CF | > ROCK BOULDER 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		MoyTravis says, "Is "What a concept!" default or..."
DavidW says (to ClubFloyd), "burn grass" 		
CF ] Copse of Trees17:45 		
CF | > 		
CF | > BURN GRASS 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Roger says, "a copse of Ash trees means a Pokemon gym is surely nearby"
		Knight_Otu says, "I suspect it's a default, but I'm not sure."
		Jacqueline says, "Yeah. 'What a concept' was a thing."
		Jacqueline says, "I seem to recall."
		DavidW asks, "I suppose we could try to become fuddo again?"
		Knight_Otu says, "We could try that."
DavidW says (to ClubFloyd), "becoeme fuddo" 		
CF ] Copse of Trees17:45 		
CF | > 		
CF | > BECOEME FUDDO 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "become fuddo" 		
CF ] Darkness17:48 		
CF | > 		
CF | > BECOME FUDDO 		
CF | 		
CF | Ok, you are now Fuddo. 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness17:51 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel Entrance17:54 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Rocky Ledge17:57 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Rocky Ledge 		
CF | Protruding from the face of the chasm, the small ledge offers a 		
CF | foothold from which to assess your bearings. To the east you can see 		
CF | the entrance to a tunnel. A weathered rope hangs down from above, 		
CF | perhaps you should climb up the rope. 		
CF | 		
CF | You can see a Goblin archer here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Rocky Ledge18:00 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb rope" 		
CF ] Rocky Ledge18:03 		
CF | > 		
CF | > CLIMB ROPE 		
CF | 		
CF | Boggits don't climb anything apart from ropes. 		
CF | 		
CF | > 		Jacqueline says, "..."
DavidW says (to ClubFloyd), "climb up rope" 		
CF ] Vast Chasm18:06 		
CF | > 		
CF | > CLIMB UP ROPE 		
CF | 		
CF | 		
CF | Vast Chasm 		
CF | A large gap, hundreds of feet deep cuts the ground in two at this 		
CF | point. 		
CF | 		
CF | You can see a single wooden post here. 		
CF | 		
CF | You let the rope drop ... 		
CF | 		
CF | > 		Knight_Otu says, "Game..."
DavidW says (to ClubFloyd), "e" 		
CF ] Small Clearing18:09 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | > 		Jacqueline says, "You must just need to specify up or down."
DavidW says (to ClubFloyd), "s" 		
CF ] Small Clearing18:12 		
CF | > 		
CF | > S 		
CF | 		
CF | That would mean heading home again and this adventure is not finished 		
CF | yet .... 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] River Bank18:15 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads southwards. 		
CF | 		
CF | The faint smell of cooked fish and wood-smoke drifts upstream on the 		
CF | morning air. 		
CF | 		
CF | You can see a plank of wood here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell" 		
CF ] River Bank18:18 		
CF | > 		
CF | > SMELL 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Bank18:21 		
CF | > 		
CF | > W 		
CF | 		
CF | A thick briar hedge prevents any progress in that direction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] River Bank18:24 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a backpack (which is empty) and a short sword. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut hedge" 		
CF ] River Bank18:24 		
CF | > 		
CF | > CUT HEDGE 		
CF | 		
CF | Sorry, I don't understand what "hedge" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut plank" 		
CF ] River Bank18:27 		
CF | > 		
CF | > CUT PLANK 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "make canoe" 		
CF ] River Bank18:27 		
CF | > 		
CF | > MAKE CANOE 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put plank in river" 		
CF ] River Bank18:30 		
CF | > 		
CF | > PUT PLANK IN RIVER 		
CF | 		
CF | (first taking the plank of wood) 		
CF | The plank is heavy only Slam will be able to carry it, so perhaps 		
CF | Fuddo should leave it for him. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ride plank" 		
CF ] River Bank18:30 		
CF | > 		
CF | > RIDE PLANK 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says (to DW), "heh"
DavidW says (to ClubFloyd), "xyzzy" 		
CF ] River Bank18:30 		
CF | > 		
CF | > XYZZY 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump over river" 		
CF ] River Bank18:33 		
CF | > 		
CF | > JUMP OVER RIVER 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Small Clearing18:36 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | You can see a Goblin here. 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | A dark shape flies overhead and blocks out the sun for just a moment 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "follow goblin" 		
CF ] Small Clearing18:36 		
CF | > 		
CF | > FOLLOW GOBLIN 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "That was a random goblin from nowhere..."
DavidW says (to ClubFloyd), "x trees" 		
CF ] Small Clearing18:39 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | Tall, wispy willows - each tree straining upwards to reach the rays of 		
CF | the early morning sun. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Rocky Cliff Face18:42 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Rocky Cliff Face 		
CF | Formed from cold grey granite, the cliff face rises almost vertically 		
CF | to the sky. However a small ledge can be seen part way up. 		
CF | 		
CF | You can see a small elf, a large rock and a small wooden table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under table" 		
CF ] Rocky Cliff Face18:45 		
CF | > 		
CF | > LOOK UNDER TABLE 		
CF | 		
CF | Nothing is seen ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kill elf" 		
CF ] Rocky Cliff Face18:48 		
CF | > 		
CF | > KILL ELF 		
CF | 		
CF | "Piss off, before I smack you around the head with my book ... it is a 		
CF | hardback edition" cries the Elf. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Rocky Cliff Face18:48 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x book" 		
CF ] Rocky Cliff Face18:48 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | Sorry, I don't understand what "book" means. 		
CF | 		
CF | > 		Jacqueline asks, "So, we haven't had these two meet up yet, right?"
		DavidW says, "correct"
		Knight_Otu nods.
DavidW says (to ClubFloyd), "take stone" 		
CF ] Rocky Cliff Face18:48 		
CF | > 		
CF | > TAKE STONE 		
CF | 		
CF | Sorry, I don't understand what "stone" means. 		
CF | 		
CF | > 		Roger says, "They are like two ships which have also never met."
		Jacqueline asks, "Should we do that? Or are we afraid of the explosive physical attraction that will result if they see one another?"
		Jacqueline says, "Like those little Scotty dog magnets I had when I was a kid, maybe."
		DavidW says, "Feel free to explain how to get them together."
		Jacqueline says, "Wow, that was random."
		Jacqueline says, "(My Scotty dog comment, I mean, not what you said, DW)"
		Roger says, "The closest their paths get is near the river, I might guess"
		DavidW says, "I want to get them together, but so far, their geographies have no locations in common."
		Jacqueline says, "I guess I was confusing the river..... OH. Yeah. Okay."
Knight_Otu says (to ClubFloyd), "call slam" 		
CF ] Rocky Cliff Face18:48 		
CF | > 		
CF | > CALL SLAM 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline asks, "They're on opposite sides of the river?"
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] Rocky Cliff Face18:48 		
CF | > 		
CF | > YELL 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "hold on."
DavidW says (to ClubFloyd), "n" 		
CF ] Rocky Cliff Face18:51 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Rocky Cliff Face18:54 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Rocky Cliff Face 		
CF | Formed from cold grey granite, the cliff face rises almost vertically 		
CF | to the sky. However a small ledge can be seen part way up. 		
CF | 		
CF | You can see a large rat, a small elf, a large rock and a small wooden 		
CF | table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Small Clearing18:57 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] River Bank19:00 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads southwards. 		
CF | 		
CF | The faint smell of cooked fish and wood-smoke drifts upstream on the 		
CF | morning air. 		
CF | 		
CF | You can see a Goblin and a plank of wood here. 		
CF | 		
CF | > 		DavidW says, "okay, Fuddo ought to be just east or west of Slam."
		DavidW says, "or, wait."
DavidW says (to ClubFloyd), "become slam" 		
CF ] Copse of Trees19:03 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Bank19:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads eastwards. 		
CF | 		
CF | You can see a log and a small fire here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Bank19:09 		
CF | > 		
CF | > W 		
CF | 		
CF | Progress along that path is blocked by some impenetrable bushes. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bushes" 		
CF ] River Bank19:12 		
CF | > 		
CF | > X BUSHES 		
CF | 		
CF | The branches are covered in yellow leaves and prickly, sharp thorns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look through bushes" 		
CF ] River Bank19:15 		
CF | > 		
CF | > LOOK THROUGH BUSHES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu asks, "I guess the rat made it across?"
DavidW says (to ClubFloyd), "cut bushes" 		
CF ] River Bank19:18 		
CF | > 		
CF | > CUT BUSHES 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | A putrid smell of rotting vegetation hangs in the air ... 		
CF | 		
CF | > 		DavidW asks, "across what?"
DavidW says (to ClubFloyd), "smell" 		
CF ] River Bank19:21 		
CF | > 		
CF | > SMELL 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		Knight_Otu asks, "Whatever separates the two. Unless that was a different large rat there with us?"
		DavidW says, "The goblin had a dead rat, and there was a live rat in the tunnels."
		Jacqueline asks, "Yeah - is it the river that separates them, or just bushes?"
		Jacqueline says, "'just' bushes..."
		DavidW says, "I think it's just bushes."
DavidW says (to ClubFloyd), "become fuddo" 		
CF ] River Bank19:24 		
CF | > 		
CF | > BECOME FUDDO 		
CF | 		
CF | Ok, you are now Fuddo. 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads southwards. 		
CF | 		
CF | The faint smell of cooked fish and wood-smoke drifts upstream on the 		
CF | morning air. 		
CF | 		
CF | You can see a plank of wood here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell fish" 		
CF ] River Bank19:24 		
CF | > 		
CF | > SMELL FISH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline asks, "Can Fuddo cut the bushes with his sword?"
		Knight_Otu says, "The large rat was at the cliff face suddenly."
		DavidW says, "I tried..."
DavidW says (to ClubFloyd), "cut bushes with sword" 		
CF ] River Bank19:27 		
CF | > 		
CF | > CUT BUSHES WITH SWORD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | The Goblin wanders in, sits down and starts rubbing the rat. You look 		
CF | down at the Goblin, "What are you doing" you ask. "Preparing my lunch" 		
CF | smirks the Goblin. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Thanks. I figured you had."
		Jacqueline says, "Starts... rubbing the rat."
		DavidW says, "as one does"
		DavidW says, "talk to goblin"
DavidW says (to ClubFloyd), "talk to goblin" 		
CF ] River Bank19:30 		
CF | > 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | There was no reply ... 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | > 		Jacqueline says, "Aw. Bye, weird Goblin."
		Knight_Otu says, "I guess it means the goblin was cleaning the rat by rubbing it."
		Jacqueline scrinkles up her nose. "Maybe."
		DavidW says, "I suppose we should rub any rats we find, then."
		DavidW asks, "I hate to suggest it, but maybe Fuddo should wander the tunnels in the dark?"
		Jacqueline says, "I like how we all just went silent after David recommended we start weirdly rubbing the rats."
		Jacqueline asks (of DW), "Well, do you mean he should wander the tunnels to find Shram?"
		DavidW says, "Or a treasure or something."
		Roger says, "I think wandering around generally with Fudd seems like a good idea"
		Jacqueline asks, "Because if we think the tunnels are the same tunnels and lead to one another, Scam already has a light source, should he come to Flobo?"
		DavidW says, "Or, meybe untie the rope and use it elsewhere"
		DavidW says, "If the tunnels were the same, Slam should have been able to find the other exit by the archer."
		Jacqueline says, "Yeah"
		Knight_Otu asks, "How many names has Stan acquired yet?"
		DavidW says, "So, no, they're not obviously the same tunnel."
		Jacqueline says (to KO), "I don't know, but we could ask Slam."
		DavidW says, "We could try examining the ceiling/roof of tunnels. Maybe Slam can dig upwards to Fuddo."
		Roger asks, "oh oh hmmm what if we drop the burning branch (or something) in the river. will it float downstream to Fudd?"
		Jacqueline says, "My guess is the rope isn't movable, but we could easily investigate that."
DavidW says (to ClubFloyd), "talk to fuddo" 		
CF ] River Bank19:33 		
CF | > 		
CF | > TALK TO FUDDO 		
CF | 		
CF | There was no reply ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] River Bank19:36 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a backpack (which is empty) and a short sword. 		
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 ] River Bank19:36 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to slam" 		
CF ] River Bank19:36 		
CF | > 		
CF | > TALK TO SLAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "doesn't seem Cruel at least anyway"
DavidW says (to ClubFloyd), "s" 		
CF ] Small Clearing19:39 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | You can see a Goblin here. 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | A dark shape flies overhead and blocks out the sun for just a moment 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vast Chasm19:42 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vast Chasm 		
CF | A large gap, hundreds of feet deep cuts the ground in two at this 		
CF | point. 		
CF | 		
CF | You can see a single wooden post here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "untie rope" 		
CF ] Vast Chasm19:42 		
CF | > 		
CF | > UNTIE ROPE 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb down rope" 		
CF ] Rocky Ledge19:45 		
CF | > 		
CF | > CLIMB DOWN ROPE 		
CF | 		
CF | 		
CF | Rocky Ledge 		
CF | Protruding from the face of the chasm, the small ledge offers a 		
CF | foothold from which to assess your bearings. To the east you can see 		
CF | the entrance to a tunnel. A weathered rope hangs down from above, 		
CF | perhaps you should climb up the rope. 		
CF | 		
CF | You can see a Goblin archer here. 		
CF | 		
CF | You let go of the rope .. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Rocky Ledge19:48 		
CF | > 		
CF | > D 		
CF | 		
CF | There is no safe option to head downwards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chasm" 		
CF ] Rocky Ledge19:48 		
CF | > 		
CF | > X CHASM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Rocky Ledge19:51 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Rocky Ledge19:54 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel Entrance19:57 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wall" 		
CF ] Tunnel Entrance19:57 		
CF | > 		
CF | > X WALL 		
CF | 		
CF | Sorry, I don't understand what "wall" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness20:00 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Darkness20:03 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness20:06 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness20:09 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness20:12 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness20:15 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness20:18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness20:21 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness20:24 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness20:27 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		Jacqueline says, "I suspect we're not moving."
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness20:30 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		Jacqueline says, "Oh wait"
		Jacqueline says, "We are."
		DavidW says, "and we're stuck"
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] River Bank19:36 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		DavidW says, "Wandering in the dark is bad."
		Jacqueline says, "Try the suggestion of dropping the burning stick in the river? I mean, I suspect it will go out when it gets wet, but..."
		DavidW asks, "oh, to float it down to Fuddo?"
		Jacqueline says, "Yeah"
		DavidW says, "I didn't see that suggestion."
		Jacqueline says, "I think Roger said it."
DavidW says (to ClubFloyd), "become slam" 		
CF ] River Bank19:39 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads eastwards. 		
CF | 		
CF | You can see a log and a small fire here. 		
CF | 		
CF | A putrid smell of rotting vegetation hangs in the air ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put branch in river" 		
CF ] River Bank19:42 		
CF | > 		
CF | > PUT BRANCH IN RIVER 		
CF | 		
CF | The river can't contain things. 		
CF | 		
CF | A putrid smell of rotting vegetation hangs in the air ... 		
CF | 		
CF | > 		Jacqueline says, "dern"
		MoyTravis says, "I just realized how comical the phrase "Become Slam" sounds."
DavidW says (to ClubFloyd), "put branch on river" 		
CF ] River Bank19:45 		
CF | > 		
CF | > PUT BRANCH ON RIVER 		
CF | 		
CF | You can't put things on top of that. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "light bushes on fire" 		
CF ] River Bank19:48 		
CF | > 		
CF | > LIGHT BUSHES ON FIRE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "destructive impulses intensifyt"
DavidW says (to ClubFloyd), "light bushes" 		
CF ] River Bank19:51 		
CF | > 		
CF | > LIGHT BUSHES 		
CF | 		
CF | You need a naked flame to do that. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "heh heh heh YES THEY DO"
DavidW says (to ClubFloyd), "i" 		
CF ] River Bank19:54 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a small spade, a fish carcass, a burning branch 		
CF | (providing light) and a large hessian sack (which is empty). 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		Roger says, "hmmm maybe despite Elven warnings we should put some treasure on the table of scoring"
DavidW says (to ClubFloyd), "light bushes with branch" 		
CF ] River Bank19:57 		
CF | > 		
CF | > LIGHT BUSHES WITH BRANCH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fire" 		
CF ] River Bank20:00 		
CF | > 		
CF | > X FIRE 		
CF | 		
CF | Burning brightly and casting sparks in all directions. Tendrils of 		
CF | smoke curl upwards on the morning breeze. 		
CF | 		
CF | A putrid smell of rotting vegetation hangs in the air ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put spade on rier" 		
CF ] River Bank20:00 		
CF | > 		
CF | > PUT SPADE ON RIER 		
CF | 		
CF | Sorry, I don't understand what "rier" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put spade on river" 		Jacqueline asks, "What's up with the rotting veg? Do we know?"
CF ] River Bank20:03 		
CF | > 		
CF | > PUT SPADE ON RIVER 		
CF | 		
CF | You can't put things on top of that. 		
CF | 		
CF | > 		Jacqueline asks, "Or is that just to unite those locations in our brains?"
		DavidW says, "Nothing I've found."
DavidW says (to ClubFloyd), "x vegetation" 		
CF ] River Bank20:03 		
CF | > 		
CF | > X VEGETATION 		
CF | 		
CF | Sorry, I don't understand what "vegetation" means. 		
CF | 		
CF | > 		DavidW says, "There's leaves, bushes, trees."
		Roger says, "you know POH TAY TOES"
		Knight_Otu asks, "Is the log burnable?"
		DavidW says, "I don't think I've tried that one."
DavidW says (to ClubFloyd), "burn log" 		
CF ] River Bank20:03 		
CF | > 		
CF | > BURN LOG 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light log" 		
CF ] River Bank20:06 		
CF | > 		
CF | > LIGHT LOG 		
CF | 		
CF | You need a naked flame to do that. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
DavidW says (to ClubFloyd), "x river" 		
CF ] River Bank20:09 		
CF | > 		
CF | > X RIVER 		
CF | 		
CF | The waters of the river flowed from East to West and had done so for 		
CF | as long as anybody could remember. 		
CF | 		
CF | > 		Knight_Otu says, ">branch, strip."
		Jacqueline says, "Gonna have to put the adult warning on this one now"
		DavidW asks, "maybe a chest floats?"
		Jacqueline says, "I thought it said that the river couldn't contain things."
		Roger says, "warning: stripping, rat-rubbing"
		Jacqueline exclaims (at Roger), "And naked flames!"
		DavidW asks, "Maybe there's one exception and the chest is the exception?"
		Jacqueline says, "I doubt this, but sure - try."
		Knight_Otu says, "That reminds me, I dropped two f-bombs last week at an antagonist (they deserved it). The game needs a warning anyway, but just a heads-up."
		DavidW asks (of Knight), "oh, the branch isn't 'naked' enough?"
		Roger says, "also perhaps it is time to consider extinguishing our campfire"
		Jacqueline says (to KO), "Thanks."
		Knight_Otu says (to David), "I'm not sure."
		DavidW says, "One the NPCs swore too."
DavidW says (to ClubFloyd), "strip branch" 		
CF ] River Bank20:09 		
CF | > 		
CF | > STRIP BRANCH 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Copse of Trees20:12 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		Jacqueline exclaims (at Roger), "Yeah, what if the Nazful see the fire? Put it out you fools!"
DavidW says (to ClubFloyd), "turn boulder" 		
CF ] Copse of Trees20:15 		
CF | > 		
CF | > TURN BOULDER 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cave Entrance20:18 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel20:21 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large brown trout and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW asks, "Should I gather up all of Slam's stuff?"
DavidW says (to ClubFloyd), "put trout in sack" 		
CF ] Tunnel20:24 		
CF | > 		
CF | > PUT TROUT IN SACK 		
CF | 		
CF | (first taking the large brown trout) 		
CF | You are carrying too many things already. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "i" 		
CF ] Tunnel20:27 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a small spade, a fish carcass, a burning branch 		
CF | (providing light) and a large hessian sack (which is empty). 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put carcass and spade in sack" 		
CF ] Tunnel20:30 		
CF | > 		
CF | > PUT CARCASS AND SPADE IN SACK 		
CF | 		
CF | fish carcass: You put the fish carcass into the large hessian sack. 		
CF | small spade: You put the small spade into the large hessian sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put trout in sack" 		
CF ] Tunnel20:33 		
CF | > 		
CF | > PUT TROUT IN SACK 		
CF | 		
CF | (first taking the large brown trout) 		
CF | You put the large brown trout into the large hessian sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel20:36 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a length of string and a wooden chest (which is empty) 		
CF | here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put string in sack" 		
CF ] Tunnel20:39 		
CF | > 		
CF | > PUT STRING IN SACK 		
CF | 		
CF | (first taking the length of string) 		
CF | You put the length of string into the large hessian sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Jacqueline says, "Can I do the smallest of past bombs? I am amused by this part of the PunyInform entry on IFWiki..."
		Jacqueline | Games known to use PunyInform:
		Jacqueline | ------------------------------
		Jacqueline | Tristam Island
		Jacqueline | Calypso
		Jacqueline | Behind Closed Doors 9B
		Jacqueline | Alien Research Centre 3
		Jacqueline | Return to the Castle
		Jacqueline | The Fishing-Trip - Brown Trout and Goblins
		Jacqueline | Hibernated 1 Director's Cut (not yet released)
		Jacqueline | Hibernated 2 (not yet released)
		Jacqueline says, "I was just amused that there was already a Directors Cut and a sequel for a game that isn't yet out on the list."
		Roger says, "I'm amused the library was updated this month"
		Jacqueline says (to Roger), "Yeah, people are very into tight-memory games these days."
DavidW says (to ClubFloyd), "push chest" 		
CF ] Tunnel20:42 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel20:45 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a small bronze breastplate and a wooden chest (which is 		
CF | closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put breastplate in sack" 		
CF ] Tunnel20:48 		
CF | > 		
CF | > PUT BREASTPLATE IN SACK 		
CF | 		
CF | (first taking the small bronze breastplate) 		
CF | You put the small bronze breastplate into the large hessian sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chest" 		
CF ] Tunnel20:51 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel20:54 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up" 		
CF ] Tunnel20:57 		
CF | > 		
CF | > LOOK UP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "scratch marks" 		
CF ] Tunnel20:57 		
CF | > 		
CF | > SCRATCH MARKS 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ceiling" 		
CF ] Tunnel20:57 		
CF | > 		
CF | > X CEILING 		
CF | 		
CF | Sorry, I don't understand what "ceiling" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x roof" 		
CF ] Tunnel20:57 		
CF | > 		
CF | > X ROOF 		
CF | 		
CF | Sorry, I don't understand what "roof" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel21:00 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel21:03 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a small statuette and a wooden chest (which is closed) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take statuette" 		
CF ] Tunnel21:06 		
CF | > 		
CF | > TAKE STATUETTE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push chest" 		
CF ] Tunnel21:09 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel21:12 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance21:15 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, it's good to have plans."
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees21:18 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Copse of Trees21:18 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rub statuette" 		
CF ] Copse of Trees21:21 		
CF | > 		
CF | > RUB STATUETTE 		
CF | 		
CF | You achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Bank21:24 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads eastwards. 		
CF | 		
CF | You can see a log and a small fire here. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x statuette" 		
CF ] River Bank21:27 		
CF | > 		
CF | > X STATUETTE 		
CF | 		
CF | Made of porcelain, it looks to be a sleeping Dragon. 		
CF | 		
CF | > 		Roger asks, "did we try to cook trout yet?"
		Jacqueline says, "Hm. No."
		DavidW says, "yes, but I'll retry"
DavidW says (to ClubFloyd), "cook trout" 		
CF ] River Bank21:27 		
CF | > 		
CF | > COOK TROUT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put trout in fire" 		
CF ] River Bank21:30 		
CF | > 		
CF | > PUT TROUT IN FIRE 		
CF | 		
CF | (first taking the large brown trout) 		
CF | The small fire can't contain things. 		
CF | 		
CF | Something moves under the leaves ... 		
CF | 		
CF | > 		Roger says, "It's in the title so I'm pre-supposed to consider it important"
DavidW says (to ClubFloyd), "smoke trout" 		
CF ] River Bank21:30 		
CF | > 		
CF | > SMOKE TROUT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "Right"
		Roger says, "pre-disposed? Anyway. Trout."
DavidW says (to ClubFloyd), "eat trout" 		
CF ] River Bank21:33 		
CF | > 		
CF | > EAT TROUT 		
CF | 		
CF | You have only just had your breakfast ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open trout" 		
CF ] River Bank21:36 		
CF | > 		
CF | > OPEN TROUT 		
CF | 		
CF | That doesn't seem to be something you can open. 		
CF | 		
CF | A large hairy caterpillar crawls out from under the log and trundles 		
CF | off to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut trout" 		
CF ] River Bank21:39 		
CF | > 		
CF | > CUT TROUT 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | > 		Roger says, "what an un-Boggittish thing to say"
		Jacqueline says, "You have only just had your breakfast... yeah, exactly."
		DavidW says, "There's probably a key in the trout, but only Fuddo can find it by eating breakfast."
		Knight_Otu says, "Also, it's 21:39 in-game."
		Jacqueline says, "They need to revoke our bloggitcard for avoiding second breakfast at 21:39."
		DavidW asks, "Did I miss a room connection?"
DavidW says (to ClubFloyd), "become fuddo" 		
CF ] River Bank21:42 		
CF | > 		
CF | > BECOME FUDDO 		
CF | 		
CF | Ok, you are now Fuddo. 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads southwards. 		
CF | 		
CF | The faint smell of cooked fish and wood-smoke drifts upstream on the 		
CF | morning air. 		
CF | 		
CF | You can see a plank of wood here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Small Clearing21:45 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | You can see a Goblin here. 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Rocky Cliff Face21:48 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Rocky Cliff Face 		
CF | Formed from cold grey granite, the cliff face rises almost vertically 		
CF | to the sky. However a small ledge can be seen part way up. 		
CF | 		
CF | You can see a small elf, a large rock and a small wooden table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb up cliff" 		
CF ] Rocky Cliff Face21:51 		
CF | > 		
CF | > CLIMB UP CLIFF 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Rocky Cliff Face21:54 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Rocky Cliff Face21:57 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Rocky Cliff Face22:00 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take table" 		
CF ] Rocky Cliff Face22:03 		
CF | > 		
CF | > TAKE TABLE 		
CF | 		
CF | "Keep your thieving paws off !" snaps the Elf. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sign" 		
CF ] Rocky Cliff Face22:03 		
CF | > 		
CF | > TAKE SIGN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kiss elf" 		
CF ] Rocky Cliff Face22:03 		
CF | > 		
CF | > KISS ELF 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "I dunno. Can Fuddo kill the archer? I doubt it, but I'm low on ideas."
DavidW says (to ClubFloyd), "w" 		
CF ] Small Clearing22:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | You can see a Goblin here. 		
CF | 		
CF | > 		Knight_Otu says, "I suppose we can try."
DavidW says (to ClubFloyd), "follow goblin" 		
CF ] Small Clearing22:06 		
CF | > 		
CF | > FOLLOW GOBLIN 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "buy rat" 		
CF ] Small Clearing22:06 		
CF | > 		
CF | > BUY RAT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rat" 		
CF ] Small Clearing22:09 		
CF | > 		
CF | > TAKE RAT 		
CF | 		
CF | "Sod off!" hisses the rat, "I have enough probems with the bleedin' 		
CF | Troll and the Goblin picking me up all the time.." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Small Clearing22:12 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | You can see a large rat and a Goblin here. 		
CF | 		
CF | A dark shape flies overhead and blocks out the sun for just a moment 		
CF | ... 		
CF | 		
CF | > 		Knight_Otu says, "Hello there large rat."
		Roger says, "maybe we need to rub that rat"
DavidW says (to ClubFloyd), "rub rat" 		
CF ] Small Clearing22:15 		
CF | > 		
CF | > RUB RAT 		
CF | 		
CF | You achieve nothing by this. 		
CF | 		
CF | High above in the tree-canopy you can hear the chirp of small brown 		
CF | birds ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x birds" 		
CF ] Small Clearing22:15 		
CF | > 		
CF | > X BIRDS 		
CF | 		
CF | Sorry, I don't understand what "birds" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "follow rat" 		
CF ] Small Clearing22:15 		
CF | > 		
CF | > FOLLOW RAT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to rat" 		
CF ] Small Clearing22:18 		
CF | > 		
CF | > TALK TO RAT 		
CF | 		
CF | There was no reply ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to goblin" 		
CF ] Small Clearing22:21 		
CF | > 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | There was no reply ... 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Small Clearing22:24 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vast Chasm22:27 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vast Chasm 		
CF | A large gap, hundreds of feet deep cuts the ground in two at this 		
CF | point. 		
CF | 		
CF | You can see a Goblin and a single wooden post here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Vast Chasm22:30 		
CF | > 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Vast Chasm22:33 		
CF | > 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x goblin" 		
CF ] Vast Chasm22:36 		
CF | > 		
CF | > X GOBLIN 		
CF | 		
CF | A small grotesque creature, with black whiskers and long fingernails. 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb down rope" 		
CF ] Rocky Ledge22:39 		
CF | > 		
CF | > CLIMB DOWN ROPE 		
CF | 		
CF | 		
CF | Rocky Ledge 		
CF | Protruding from the face of the chasm, the small ledge offers a 		
CF | foothold from which to assess your bearings. To the east you can see 		
CF | the entrance to a tunnel. A weathered rope hangs down from above, 		
CF | perhaps you should climb up the rope. 		
CF | 		
CF | You can see a Goblin archer here. 		
CF | 		
CF | You let go of the rope .. 		
CF | 		
CF | > 		DavidW says, "hm. He didn't wander this way."
DavidW says (to ClubFloyd), "kill archer" 		
CF ] Rocky Ledge22:42 		
CF | > 		
CF | > KILL ARCHER 		
CF | 		
CF | "Sod off, before I poke you in the eye with one of these!" he yells, 		
CF | brandishing an arrow from his quiver. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Rocky Ledge22:42 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Rocky Ledge22:45 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb up rope" 		
CF ] Vast Chasm22:48 		
CF | > 		
CF | > CLIMB UP ROPE 		
CF | 		
CF | 		
CF | Vast Chasm 		
CF | A large gap, hundreds of feet deep cuts the ground in two at this 		
CF | point. 		
CF | 		
CF | You can see a single wooden post here. 		
CF | 		
CF | You let the rope drop ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Vast Chasm22:51 		
CF | > 		
CF | > N 		
CF | 		
CF | That way only leads to the great waterfall where the river cascades 		
CF | down into the depths of the chasm. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Vast Chasm22:54 		
CF | > 		
CF | > S 		
CF | 		
CF | That way only leads further along the edge of the chasm to a huge 		
CF | rocky outcrop. 		
CF | 		
CF | > 		DavidW says, "Those sound like nice places to visit!"
DavidW says (to ClubFloyd), "float sword" 		
CF ] Vast Chasm22:54 		
CF | > 		
CF | > FLOAT SWORD 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fly" 		
CF ] Vast Chasm22:54 		
CF | > 		
CF | > FLY 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Small Clearing22:57 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x patch" 		
CF ] Small Clearing23:00 		
CF | > 		
CF | > X PATCH 		
CF | 		
CF | An irregular patch of bare soil with nothing growing on it ... 		
CF | possible the remains of a 'scorching' by a passing Dragon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on patch" 		
CF ] Small Clearing23:03 		
CF | > 		
CF | > STAND ON PATCH 		
CF | 		
CF | Not for standing on ...? 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen to ground" 		
CF ] Small Clearing23:06 		
CF | > 		
CF | > LISTEN TO GROUND 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
DavidW says (to ClubFloyd), "cut patch" 		
CF ] Small Clearing23:09 		
CF | > 		
CF | > CUT PATCH 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | The Goblin wanders in, sits down and starts rubbing the rat. You look 		
CF | down at the Goblin, "What are you doing" you ask. "Preparing my lunch" 		
CF | smirks the Goblin. 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about rat" 		
CF ] Small Clearing23:12 		
CF | > 		
CF | > ASK GOBLIN ABOUT RAT 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | A dark shape flies overhead and blocks out the sun for just a moment 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wave at dragon" 		
CF ] Small Clearing23:12 		
CF | > 		
CF | > WAVE AT DRAGON 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dragon" 		
CF ] Small Clearing23:12 		
CF | > 		
CF | > X DRAGON 		
CF | 		
CF | Sorry, I don't understand what "dragon" means. 		
CF | 		
CF | > 		DavidW says, "I'm out of ideas."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Small Clearing23:15 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | The ground trembles underfoot ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Small Clearing23:18 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Rocky Cliff Face23:21 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Rocky Cliff Face 		
CF | Formed from cold grey granite, the cliff face rises almost vertically 		
CF | to the sky. However a small ledge can be seen part way up. 		
CF | 		
CF | You can see a Goblin, a small elf, a large rock and a small wooden 		
CF | table here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x goblin" 		
CF ] Rocky Cliff Face23:24 		
CF | > 		
CF | > X GOBLIN 		
CF | 		
CF | A small grotesque creature, with black whiskers and long fingernails. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Rocky Cliff Face23:27 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Rocky Cliff Face23:30 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on table" 		
CF ] Rocky Cliff Face23:33 		
CF | > 		
CF | > STAND ON TABLE 		
CF | 		
CF | Not for standing on ...? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb up" 		
CF ] Rocky Cliff Face23:36 		
CF | > 		
CF | > CLIMB UP 		
CF | 		
CF | Boggits don't climb anything apart from ropes. 		
CF | 		
CF | > 		Jacqueline says, "I had to step away a sec, catching up to see if there were any breakthroughs after trying to light the log on fire."
		Jacqueline asks, "Did we ever try killing and rubbing the other rat?"
		Knight_Otu says, "We tried rubbing, but I don't think killing."
Knight_Otu says (to ClubFloyd), "x rock" 		
CF ] Rocky Cliff Face23:39 		
CF | > 		
CF | > X ROCK 		
CF | 		
CF | Quite large, it looks to have fallen off the nearby cliff face. It 		
CF | looks heavy but could be lifted by a strong character. 		
CF | 		
CF | > 		DavidW says, "I'm guessing that the plank goes on the boulder and Fuddo gets on the plank, then Slam jumps on the plank, propelling Fuddo to the ledge."
		Jacqueline says (to DW), "Oh, huh."
DavidW says (to ClubFloyd), "push rock" 		
CF ] Rocky Cliff Face23:42 		
CF | > 		
CF | > PUSH ROCK 		
CF | 		
CF | You try but it refuses to budge ... 		
CF | 		
CF | > 		Knight_Otu says, "Hm. Maybe."
		Jacqueline says, "I would love to see that work."
		Jacqueline asks, "We gotta get Skam to the plank first, right?"
Knight_Otu says (to ClubFloyd), "become goblin" 		
CF ] Rocky Cliff Face23:42 		
CF | > 		
CF | > BECOME GOBLIN 		
CF | 		
CF | You can't become that! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "become rat" 		
CF ] Rocky Cliff Face23:42 		
CF | > 		
CF | > BECOME RAT 		
CF | 		
CF | You can't become that! 		
CF | 		
CF | > 		Knight_Otu says, "Rats."
		Jacqueline says, "ha"
		Jacqueline says, "That was a good try, Knight."
		DavidW asks, "um. Maybe Slam could give something to the rat, like the spade, and the rat can deliver it?"
Knight_Otu says (to ClubFloyd), "become slam" 		
CF ] River Bank23:45 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | River Bank 		
CF | You are on the edge of a fast-flowing river. A small woodland path 		
CF | heads eastwards. 		
CF | 		
CF | You can see a log and a small fire here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Copse of Trees23:48 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		DavidW says, "Finding the rat could be tricky."
CF ] Copse of Trees23:51 		
CF | > 		
CF | > N 		
CF | 		
CF | That would mean heading deeper into the Marshlands and now is not 		
CF | quite the right time to do that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Cave Entrance23:54 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Cave Entrance23:57 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Cave Entrance00:00 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel00:03 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel00:06 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel00:09 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Tunnel00:12 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a large brown trout, a small statuette, a burning 		
CF | branch (providing light) and a large hessian sack (which contains a 		
CF | small bronze breastplate, a length of string, a small spade and a fish 		
CF | carcass). 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chest with spade" 		
CF ] Tunnel00:12 		
CF | > 		
CF | > OPEN CHEST WITH SPADE 		
CF | 		
CF | (first taking the small spade) 		
CF | You are carrying too many things already. 		
CF | 		
CF | > 		DavidW says, "I think the rat is most likely to be found in the tunnel with the scratches."
Knight_Otu says (to ClubFloyd), "put statuette, trout in sack" 		
CF ] Tunnel00:15 		
CF | > 		
CF | > PUT STATUETTE, TROUT IN SACK 		
CF | 		
CF | small statuette: You put the small statuette into the large hessian 		
CF | sack. 		
CF | large brown trout: You put the large brown trout into the large 		
CF | hessian sack. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chest with spade" 		
CF ] Tunnel00:18 		
CF | > 		
CF | > OPEN CHEST WITH SPADE 		
CF | 		
CF | (first taking the small spade) 		
CF | The small spade doesn't seem to fit the lock. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pry" 		
CF ] Tunnel00:18 		
CF | > 		
CF | > PRY 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel00:21 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel00:24 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel00:27 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Something causes you to look over your shoulder, but you see nothing 		
CF | ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Tunnel00:30 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a large rat and a wooden chest (which contains a pile of 		
CF | dust) here. 		
CF | 		
CF | > 		DavidW says, "There it is!"
Knight_Otu says (to ClubFloyd), "give spade to rat" 		
CF ] Tunnel00:33 		
CF | > 		
CF | > GIVE SPADE TO RAT 		
CF | 		
CF | The large rat doesn't seem interested. 		
CF | 		
CF | > 		Knight_Otu says, "Darn."
DavidW says (to ClubFloyd), "take trout" 		
CF ] Tunnel00:36 		
CF | > 		
CF | > TAKE TROUT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give trout to rat" 		
CF ] Tunnel00:39 		
CF | > 		
CF | > GIVE TROUT TO RAT 		
CF | 		
CF | The large rat doesn't seem interested. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put trout in sack" 		
CF ] Tunnel00:42 		
CF | > 		
CF | > PUT TROUT IN SACK 		
CF | 		
CF | You put the large brown trout into the large hessian sack. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rub rat" 		
CF ] Tunnel00:45 		
CF | > 		
CF | > RUB RAT 		
CF | 		
CF | You achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat rat" 		
CF ] Tunnel00:45 		
CF | > 		
CF | > EAT RAT 		
CF | 		
CF | (first taking the large rat) 		
CF | "Sod off!" hisses the rat, "I have enough probems with the bleedin' 		
CF | Troll and the Goblin picking me up all the time.." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ride rat" 		
CF ] Tunnel00:45 		
CF | > 		
CF | > RIDE RAT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask rat about troll" 		
CF ] Tunnel00:48 		
CF | > 		
CF | > ASK RAT ABOUT TROLL 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about archer" 		
CF ] Tunnel00:51 		
CF | > 		
CF | > ASK RAT ABOUT ARCHER 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about fuddo" 		
CF ] Tunnel00:54 		
CF | > 		
CF | > ASK RAT ABOUT FUDDO 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look west" 		
CF ] Tunnel00:57 		
CF | > 		
CF | > LOOK WEST 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel01:00 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig west" 		
CF ] Tunnel01:03 		
CF | > 		
CF | > DIG WEST 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Tunnel01:06 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rat" 		
CF ] Tunnel01:09 		
CF | > 		
CF | > X RAT 		
CF | 		
CF | Still alive and kicking, the large black rat has numerous teethmarks 		
CF | along it back. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig dust" 		
CF ] Tunnel01:12 		
CF | > 		
CF | > DIG DUST 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig rat" 		
CF ] Tunnel01:15 		
CF | > 		
CF | > DIG RAT 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | > 		Jacqueline says, "Gosh. Hard core rat."
DavidW says (to ClubFloyd), "dig ground" 		
CF ] Tunnel01:18 		
CF | > 		
CF | > DIG GROUND 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bite rat" 		
CF ] Tunnel01:18 		
CF | > 		
CF | > BITE RAT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "I feel bad for it. Like, I want to comfort it. Maybe pet it. >RUB RAT"
DavidW says (to ClubFloyd), "ask rat about the troll" 		
CF ] Tunnel01:21 		
CF | > 		
CF | > ASK RAT ABOUT THE TROLL 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hug rat" 		
CF ] Tunnel01:21 		
CF | > 		
CF | > HUG RAT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet rat" 		
CF ] Tunnel01:21 		
CF | > 		
CF | > PET RAT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "aw"
DavidW says (to ClubFloyd), "hit rat with spade" 		
CF ] Tunnel01:24 		
CF | > 		
CF | > HIT RAT WITH SPADE 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about verdeterre" 		
CF ] Tunnel01:27 		
CF | > 		
CF | > ASK RAT ABOUT VERDETERRE 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		Knight_Otu says, "Hah."
DavidW says (to ClubFloyd), "light rat" 		
CF ] Tunnel01:30 		
CF | > 		
CF | > LIGHT RAT 		
CF | 		
CF | You need a naked flame to do that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take chest" 		
CF ] Tunnel01:33 		
CF | > 		
CF | > TAKE CHEST 		
CF | 		
CF | You are not here to collect chests, only their contents. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x marks" 		
CF ] Tunnel01:36 		
CF | > 		
CF | > X MARKS 		
CF | 		
CF | Most probably spider bites. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " push chest" 		
CF ] Tunnel01:39 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | You push the chest to one side to reveal nothing ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about spider" 		
CF ] Tunnel01:42 		
CF | > 		
CF | > ASK RAT ABOUT SPIDER 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Tunnel01:45 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "scratch" 		
CF ] Tunnel01:45 		
CF | > 		
CF | > SCRATCH 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shovel dust" 		
CF ] Tunnel01:45 		
CF | > 		
CF | > SHOVEL DUST 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "The game sure likes its ... ."
DavidW says (to ClubFloyd), "give statuette to rat" 		
CF ] Tunnel01:48 		
CF | > 		
CF | > GIVE STATUETTE TO RAT 		
CF | 		
CF | (first taking the small statuette) 		
CF | The large rat doesn't seem interested. 		
CF | 		
CF | Something causes you to look over your shoulder, but you see nothing 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Tunnel01:48 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Tunnel01:51 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a small statuette, a small spade, a burning branch 		
CF | (providing light) and a large hessian sack (which contains a large 		
CF | brown trout, a small bronze breastplate, a length of string and a fish 		
CF | carcass). 		
CF | 		
CF | Something causes you to look over your shoulder, but you see nothing 		
CF | ... 		
CF | 		
CF | > 		Roger asks, "maybe shatter the statuette?"
DavidW says (to ClubFloyd), "put statuette in sack" 		
CF ] Tunnel01:54 		
CF | > 		
CF | > PUT STATUETTE IN SACK 		
CF | 		
CF | You put the small statuette into the large hessian sack. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give breastplate to rat" 		
CF ] Tunnel01:57 		
CF | > 		
CF | > GIVE BREASTPLATE TO RAT 		
CF | 		
CF | (first taking the small bronze breastplate) 		
CF | The large rat doesn't seem interested. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put breastplate in sack" 		
CF ] Tunnel02:00 		
CF | > 		
CF | > PUT BREASTPLATE IN SACK 		
CF | 		
CF | You put the small bronze breastplate into the large hessian sack. 		
CF | 		
CF | Your left leg itches, so you scratch it ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give carcass to rat" 		
CF ] Tunnel02:03 		
CF | > 		
CF | > GIVE CARCASS TO RAT 		
CF | 		
CF | (first taking the fish carcass) 		
CF | The large rat doesn't seem interested. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put carcass in sack" 		
CF ] Tunnel02:06 		
CF | > 		
CF | > PUT CARCASS IN SACK 		
CF | 		
CF | You put the fish carcass into the large hessian sack. 		
CF | 		
CF | Something causes you to look over your shoulder, but you see nothing 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about cheese" 		
CF ] Tunnel02:09 		
CF | > 		
CF | > ASK RAT ABOUT CHEESE 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about rats" 		
CF ] Tunnel02:12 		
CF | > 		
CF | > ASK RAT ABOUT RATS 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about goblins" 		
CF ] Tunnel02:15 		
CF | > 		
CF | > ASK RAT ABOUT GOBLINS 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask rat about balrog" 		
CF ] Tunnel02:18 		
CF | > 		
CF | > ASK RAT ABOUT BALROG 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "about" 		
CF ] Tunnel02:18 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "version" 		
CF ] Tunnel02:18 		
CF | > 		
CF | > VERSION 		
CF | 		
CF | Fuddo and Slam 2 		
CF | The Fishing-Trip 		
CF | (Brown Trout and Goblins). 		
CF | Release 1 / Serial number 201210 / Inform v6.34 PunyInform v1.8 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Tunnel02:21 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a large rat and a wooden chest (which contains a pile of 		
CF | dust) here. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x walls" 		
CF ] Tunnel02:24 		
CF | > 		
CF | > X WALLS 		
CF | 		
CF | They are roughly-hewn and glisten where the blades of the axes have 		
CF | cut through the rock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut walls" 		
CF ] Tunnel02:27 		
CF | > 		
CF | > CUT WALLS 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bit walls" 		
CF ] Tunnel02:27 		
CF | > 		
CF | > BIT WALLS 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break walls" 		
CF ] Tunnel02:30 		
CF | > 		
CF | > BREAK WALLS 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | > 		Knight_Otu asks, "Wait, are the walls smooth or roughly-hewn?"
DavidW says (to ClubFloyd), "smash walls" 		
CF ] Tunnel02:33 		
CF | > 		
CF | > SMASH WALLS 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch walls" 		
CF ] Tunnel02:36 		
CF | > 		
CF | > TOUCH WALLS 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		Jacqueline says, "They're smoothly-hewn with axe marks, I thought."
DavidW says (to ClubFloyd), "climb up walls" 		
CF ] Tunnel02:39 		
CF | > 		
CF | > CLIMB UP WALLS 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about runes" 		
CF ] Tunnel02:42 		
CF | > 		
CF | > ASK RAT ABOUT RUNES 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask rat about boulder" 		
CF ] Tunnel02:45 		
CF | > 		
CF | > ASK RAT ABOUT BOULDER 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Tunnel02:45 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kill rat" 		
CF ] Tunnel02:48 		
CF | > 		
CF | > KILL RAT 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		DavidW asks, "Maybe we need to ask elf and archer more questions and we were unlucky and misled by poor responses to unrecognized topics?"
		Knight_Otu asks, "Maybe?"
Knight_Otu says (to ClubFloyd), "n" 		Jacqueline asks, "Do they even really talk to us?"
CF ] Tunnel02:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel02:54 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Jacqueline asks, "Or just tell us to get to the castle?"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel02:57 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel03:00 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:03 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | The smell of cooked rat wafts through the tunnel ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:09 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel03:12 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a large rat and a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:15 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW asks, "Where are you trying to get to?"
		Knight_Otu says, "Seeing if the ledge with the archer might actually be reachable."
		Knight_Otu says, "Not that I have much hope."
		DavidW says, "He wasn't, as near as I could tell."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:21 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel03:24 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:27 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | > 		DavidW says, "Maybe something joins too tunnel sections together later."
Knight_Otu says (to ClubFloyd), "open chest" 		
CF ] Tunnel03:30 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | A large rat scurries by .... 		
CF | 		
CF | > 		DavidW says, "er two"
Knight_Otu says (to ClubFloyd), "push chest" 		
CF ] Tunnel03:33 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:36 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push chest" 		
CF ] Tunnel03:39 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Tunnel03:42 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Tunnel03:45 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push chest" 		
CF ] Tunnel03:48 		
CF | > 		
CF | > PUSH CHEST 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Knight_Otu says, "I guess only that one chest hid something."
DavidW says (to ClubFloyd), "become fuddo" 		
CF ] Rocky Cliff Face03:51 		
CF | > 		
CF | > BECOME FUDDO 		
CF | 		
CF | Ok, you are now Fuddo. 		
CF | 		
CF | Rocky Cliff Face 		
CF | Formed from cold grey granite, the cliff face rises almost vertically 		
CF | to the sky. However a small ledge can be seen part way up. 		
CF | 		
CF | You can see a Goblin, a small elf, a large rock and a small wooden 		
CF | table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask elf about treasure" 		
CF ] Rocky Cliff Face03:54 		
CF | > 		
CF | > ASK ELF ABOUT TREASURE 		
CF | 		
CF | "If it is information you are after then try asking the Dwarf" replies 		
CF | the Elf, pointing to an old Castle on a faraway hilltop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask elf about castle" 		
CF ] Rocky Cliff Face03:57 		
CF | > 		
CF | > ASK ELF ABOUT CASTLE 		
CF | 		
CF | "If it is information you are after then try asking the Dwarf" replies 		
CF | the Elf, pointing to an old Castle on a faraway hilltop. 		
CF | 		
CF | The Goblin wanders away, carrying a dead rat in its left hand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask elf about dwarf" 		
CF ] Rocky Cliff Face04:00 		
CF | > 		
CF | > ASK ELF ABOUT DWARF 		
CF | 		
CF | "If it is information you are after then try asking the Dwarf" replies 		
CF | the Elf, pointing to an old Castle on a faraway hilltop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hilltop" 		
CF ] Rocky Cliff Face04:00 		
CF | > 		
CF | > X HILLTOP 		
CF | 		
CF | Sorry, I don't understand what "hilltop" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "go to castle" 		
CF ] Rocky Cliff Face04:03 		
CF | > 		
CF | > GO TO CASTLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "go to archer" 		
CF ] Rocky Cliff Face04:06 		
CF | > 		
CF | > GO TO ARCHER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cliff" 		
CF ] Rocky Cliff Face04:06 		
CF | > 		
CF | > X CLIFF 		
CF | 		
CF | You don't need to refer to "cliff" in this game. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Small Clearing04:09 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Small Clearing 		
CF | You are stood in the middle of a small woodland clearing. The edge of 		
CF | the river lies to the north. In the centre of the clearing is a patch 		
CF | of bare earth. A sandy path leads off to the west, whilst a stoney 		
CF | path heads in an easterly direction. 		
CF | 		
CF | You can see a Goblin here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vast Chasm04:12 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vast Chasm 		
CF | A large gap, hundreds of feet deep cuts the ground in two at this 		
CF | point. 		
CF | 		
CF | You can see a single wooden post here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb down rope" 		
CF ] Rocky Ledge04:15 		
CF | > 		
CF | > CLIMB DOWN ROPE 		
CF | 		
CF | 		
CF | Rocky Ledge 		
CF | Protruding from the face of the chasm, the small ledge offers a 		
CF | foothold from which to assess your bearings. To the east you can see 		
CF | the entrance to a tunnel. A weathered rope hangs down from above, 		
CF | perhaps you should climb up the rope. 		
CF | 		
CF | You can see a Goblin archer here. 		
CF | 		
CF | You let go of the rope .. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask archer about cave" 		
CF ] Rocky Ledge04:18 		
CF | > 		
CF | > ASK ARCHER ABOUT CAVE 		
CF | 		
CF | "Who do you think I am, the old Dwarf that dwells in the old Castle?" 		
CF | snaps the Archer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yes" 		
CF ] Rocky Ledge04:18 		
CF | > 		
CF | > YES 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask archer about dwarf" 		
CF ] Rocky Ledge04:21 		
CF | > 		
CF | > ASK ARCHER ABOUT DWARF 		
CF | 		
CF | "Who do you think I am, the old Dwarf that dwells in the old Castle?" 		
CF | snaps the Archer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask archer about elf" 		
CF ] Rocky Ledge04:24 		
CF | > 		
CF | > ASK ARCHER ABOUT ELF 		
CF | 		
CF | "Who do you think I am, the old Dwarf that dwells in the old Castle?" 		
CF | snaps the Archer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask archer about bow" 		
CF ] Rocky Ledge04:27 		
CF | > 		
CF | > ASK ARCHER ABOUT BOW 		
CF | 		
CF | "Who do you think I am, the old Dwarf that dwells in the old Castle?" 		
CF | snaps the Archer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bow" 		
CF ] Rocky Ledge04:27 		
CF | > 		
CF | > TAKE BOW 		
CF | 		
CF | Sorry, I don't understand what "bow" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take arrow" 		
CF ] Rocky Ledge04:27 		
CF | > 		
CF | > TAKE ARROW 		
CF | 		
CF | Sorry, I don't understand what "arrow" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask archer about archer" 		
CF ] Rocky Ledge04:30 		
CF | > 		
CF | > ASK ARCHER ABOUT ARCHER 		
CF | 		
CF | "Who do you think I am, the old Dwarf that dwells in the old Castle?" 		
CF | snaps the Archer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask archer about light" 		
CF ] Rocky Ledge04:33 		
CF | > 		
CF | > ASK ARCHER ABOUT LIGHT 		
CF | 		
CF | "Who do you think I am, the old Dwarf that dwells in the old Castle?" 		
CF | snaps the Archer. 		
CF | 		
CF | > 		Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "rub sword" 		
CF ] Rocky Ledge04:36 		
CF | > 		
CF | > RUB SWORD 		
CF | 		
CF | You achieve nothing by this. 		
CF | 		
CF | > 		Jacqueline says, "I really want to meet this Dwarf."
		Roger says, "aha I found The Way"
		Jacqueline asks (of Roger), "?"
		Roger says, "on my own; sorry."
		DavidW says, "The sword has a hole in it."
		Roger asks, "do you want hint or should I just tell y'all?"
		DavidW asks, "Maybe tie the rope to the sword?"
		DavidW says, "I'll take a hint."
		Roger says, "Not all who wander in darkness are lost"
		Jacqueline asks, "I thought there was a thing to put in the sword but that someone else had to do it?"
Jacqueline says (to ClubFloyd), "x sword" 		
CF ] Rocky Ledge04:39 		
CF | > 		
CF | > X SWORD 		
CF | 		
CF | Shiny, bright-edged and razor-sharp. With a small hole in the handle 		
CF | where Stefan has promised to insert the necessary "bits" to allow it 		
CF | to switch modes between "Hack 'em to death" and "Slice them slowly". 		
CF | 		
CF | > 		Jacqueline says, "Yeah. Stefan."
		Knight_Otu says, "Whoever Stefan is."
		DavidW says, "I don't know how Stefan is."
		Jacqueline asks, "Oh. Do we do this, switch to 'slice them slowly' mode, and then prepare thinly-sliced rat?"
		DavidW says, "Meanwhile it's a sword with a hole."
Knight_Otu says (to ClubFloyd), "become stefan" 		
CF ] Rocky Ledge04:39 		
CF | > 		
CF | > BECOME STEFAN 		
CF | 		
CF | You can't become that! 		
CF | 		
CF | > 		Roger asks, "Is that enough of a hint?"
DavidW says, ".. Roger I don't know. I tried to follow the rat earlier, or thought I tried." 		Roger says, "let me try again: You are unlikely to be eaten by a grue."
		DavidW says, "I did try to have Fuddo wander in darkness. I didn't try to have Slam do it, though."
		DavidW says, "I suppose there's something that glows in the dark that we don't see with a lit branch."
DavidW says (to ClubFloyd), "become slam" 		
CF ] Tunnel04:42 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel04:45 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | You hear the scratching of rats off to the west ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel04:48 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel04:51 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel04:54 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance04:57 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop branch" 		
CF ] Cave Entrance05:00 		
CF | > 		
CF | > DROP BRANCH 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness05:03 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness05:06 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness05:09 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness05:12 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Darkness05:15 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Darkness05:18 		
CF | > 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Darkness05:21 		
CF | > 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Darkness05:24 		
CF | > 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness05:27 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness05:30 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness05:33 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance05:36 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a burning branch (providing light) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness05:39 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness05:42 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance05:45 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a burning branch (providing light) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take branch" 		
CF ] Cave Entrance05:48 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees05:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop branch" 		
CF ] Copse of Trees05:54 		
CF | > 		
CF | > DROP BRANCH 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness05:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees06:00 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a burning branch (providing light) and a strangely-shaped 		
CF | boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take branch" 		
CF ] Copse of Trees06:03 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cave Entrance06:06 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop branch" 		
CF ] Cave Entrance06:09 		
CF | > 		
CF | > DROP BRANCH 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness06:12 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness06:15 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness06:18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness06:21 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness06:24 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch chest" 		
CF ] Darkness06:24 		
CF | > 		
CF | > TOUCH CHEST 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "f s" 		
CF ] Darkness06:24 		
CF | > 		
CF | > F S 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness06:27 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness06:30 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness06:33 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance06:36 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a burning branch (providing light) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "become fuddo" 		
CF ] Rocky Ledge06:39 		
CF | > 		
CF | > BECOME FUDDO 		
CF | 		
CF | Ok, you are now Fuddo. 		
CF | 		
CF | Rocky Ledge 		
CF | Protruding from the face of the chasm, the small ledge offers a 		
CF | foothold from which to assess your bearings. To the east you can see 		
CF | the entrance to a tunnel. A weathered rope hangs down from above, 		
CF | perhaps you should climb up the rope. 		
CF | 		
CF | You can see a Goblin archer here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Rocky Ledge06:39 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel Entrance06:42 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness06:45 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness06:48 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness06:51 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness06:54 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness06:57 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:00 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:03 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:06 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:09 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:12 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:15 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness07:18 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness07:21 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness07:24 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness07:27 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:30 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:33 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:36 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness07:39 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:42 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		Jacqueline says, "This is Dedication."
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:45 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:48 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness07:54 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness07:57 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Rocky Ledge06:39 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		DavidW says, "If there was a smell or sound or breeze to follow. Something."
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel Entrance06:42 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness06:45 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Darkness06:48 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		Roger says, "I guess I got lucky because there is a way through the darkness here, which I could just do, if you don't want to literally wander around in the dark right now"
DavidW says (to ClubFloyd), "smell" 		
CF ] Darkness06:51 		
CF | > 		
CF | > SMELL 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch walls" 		
CF ] Darkness06:51 		
CF | > 		
CF | > TOUCH WALLS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch wall" 		
CF ] Darkness06:51 		
CF | > 		
CF | > TOUCH WALL 		
CF | 		
CF | Sorry, I don't understand what "wall" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch floor" 		Jacqueline asks (of Roger), "Oh?"
CF ] Darkness06:54 		
CF | > 		
CF | > TOUCH FLOOR 		
CF | 		
CF | You don't feel anything unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "crawl" 		
CF ] Darkness06:54 		
CF | > 		
CF | > CRAWL 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "This is literally blindly guessing."
		Roger says, "If you can restore it back to 4 there, I'll guide us through"
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Rocky Ledge06:39 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		Knight_Otu says, "I'm about ready for a tell-all to be honest."
Roger says (to floyd), "e" 		
CF ] Tunnel Entrance06:42 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		Jacqueline says, "Same."
Roger says (to f), "e" 		
CF ] Darkness06:45 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
Roger says (to f), "n" 		
CF ] Darkness06:48 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
Roger says (to f), "n" 		
CF ] Darkness06:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
Roger says (to f), "n" 		
CF ] Cave Entrance06:54 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see Slam and a burning branch (providing light) here. 		
CF | 		
CF | > 		Knight_Otu says, "..."
		Roger says, "Hello, Slam"
		MoyTravis says, "Yeah this is awful."
		Jacqueline exclaims, "!"
		Roger says, "why I thought that would work, I cannot say."
		Jacqueline says, "SPAM"
		DavidW asks, "but why didn't Slam find the other exit?"
		Jacqueline says, "Yeah"
		MoyTravis says, "lol"
		Roger says, "I don't know"
		MoyTravis says, "well ok sure whatever it's fine"
		Roger says, "maybe there's a trick to it, maybe not"
		Roger says, "back to you, DavidW"
		DavidW asks, "but they're both stuck on this side, aren't they?"
DavidW says (to ClubFloyd), "become slam" 		
CF ] Cave Entrance06:57 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a large rat, Fuddo and a burning branch (providing light) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take trout" 		
CF ] Cave Entrance07:00 		
CF | > 		
CF | > TAKE TROUT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give trout to fuddo" 		
CF ] Cave Entrance07:03 		
CF | > 		
CF | > GIVE TROUT TO FUDDO 		
CF | 		
CF | "Well thank you very much Slam!" he says, taking it in his left hand. 		
CF | 		
CF | > 		Roger says, "one more North is the Ash Copse, I think"
		Knight_Otu asks, "That rat just teleports, does it?"
DavidW says (to ClubFloyd), "become fuddo" 		
CF ] Cave Entrance07:06 		
CF | > 		
CF | > BECOME FUDDO 		
CF | 		
CF | Ok, you are now Fuddo. 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a large rat, Slam and a burning branch (providing light) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat trout" 		
CF ] Cave Entrance07:09 		
CF | > 		
CF | > EAT TROUT 		
CF | 		
CF | You have only just had your breakfast ... 		
CF | 		
CF | > 		Roger says, "many rats appear similar"
DavidW says (to ClubFloyd), "take branch" 		
CF ] Cave Entrance07:12 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take slam" 		
CF ] Cave Entrance07:15 		
CF | > 		
CF | > TAKE SLAM 		
CF | 		
CF | I don't suppose Slam would care for that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "slam, follow me" 		
CF ] Cave Entrance07:18 		
CF | > 		
CF | > SLAM, FOLLOW ME 		
CF | 		
CF | Slam has better things to do. 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:21 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:24 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:27 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel07:30 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel07:33 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel07:36 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel07:39 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel07:42 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel07:45 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | A large rat scurries by .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel07:48 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel07:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | Something causes you to look over your shoulder, but you see nothing 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel07:54 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		DavidW says, "sorry, I was hoping it would make sense"
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are smooth and dry - they bear the marks of Goblin axes and 		
CF | look to have been carved many centuries ago. 		
CF | 		
CF | You can see a wooden chest (which contains a pile of dust) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel08:00 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel08:03 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a large rat and a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel08:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel08:09 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss.. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel08:12 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | A large rat scurries by .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut chest" 		
CF ] Tunnel08:15 		
CF | > 		
CF | > CUT CHEST 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break chest" 		
CF ] Tunnel08:18 		
CF | > 		
CF | > BREAK CHEST 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel08:21 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance08:24 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see Slam here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees08:27 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cave Entrance08:30 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a large rat and Slam here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees08:33 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x boulder" 		
CF ] Copse of Trees08:36 		
CF | > 		
CF | > X BOULDER 		
CF | 		
CF | An impressively heavy-looking boulder, behind it (to the south) 		
CF | appears to be the entrance to a cave. Carved on the boulder are a 		
CF | number of runes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "become slam" 		
CF ] Darkness08:39 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees08:42 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see Fuddo and a strangely-shaped boulder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push boulder" 		
CF ] Copse of Trees08:45 		
CF | > 		
CF | > PUSH BOULDER 		
CF | 		
CF | You place your shoulder against the face of the boulder and exert 		
CF | pressure but the boulder refuses to budge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fuddo, push boulder" 		
CF ] Copse of Trees08:48 		
CF | > 		
CF | > FUDDO, PUSH BOULDER 		
CF | 		
CF | Fuddo has better things to do. 		
CF | 		
CF | > 		DavidW says, "so we can't push it together"
		DavidW says, "Anyway, I still don't know how to proceed."
		DavidW says, "I don't know how to get to the archer."
		DavidW asks, "do we really have to forgo the light?"
		Roger says, "yeah I'm assuming there's a way back through the maze, but I don't know what it is"
DavidW says (to ClubFloyd), "become slam" 		
CF ] Copse of Trees08:51 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | You already are! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness08:54 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness08:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness09:00 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:03 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:09 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness09:12 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:15 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:21 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:24 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:27 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness09:30 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:33 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:36 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:39 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness09:42 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:45 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness09:48 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Copse of Trees09:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Copse of Trees 		
CF | A small copse of Ash trees sit here, a path leads westards. 		
CF | 		
CF | You can see Fuddo and a strangely-shaped boulder here. 		
CF | 		
CF | > 		DavidW says, "I do not feel enlightened."
		MoyTravis asks, "What are we even doing?"
		DavidW says, "I'd like to get both characters into Fuddo's section."
		DavidW says, "Unfortunately, we have both in Slam's."
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Rocky Ledge06:39 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel Entrance06:42 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness06:45 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness06:48 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness06:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance06:54 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see Slam and a burning branch (providing light) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness06:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness07:00 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness07:03 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:09 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness07:12 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jacqueline says, "I just want to point out that it's breakfast time again."
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Rocky Ledge06:39 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		Jacqueline asks, "I guess the timer is just ... there? But not critical?"
		DavidW asks, "I guess?"
		Knight_Otu says, "Probably."
		DavidW says, "Maybe at game's end, it tells you how many trillion minutes it took you."
		Jacqueline says, "hahah"
		DavidW says, "okay. I'm going to try to move Slam with the lit branch to the first dark locaion Fuddo sees."
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel Entrance06:42 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "become slam" 		
CF ] Cave Entrance06:45 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a burning branch (providing light) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness06:48 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unod" 		
CF ] Darkness06:48 		
CF | > 		
CF | > UNOD 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave Entrance06:51 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Entrance 		
CF | Dark and foreboding, it leads south into a what looks like a network 		
CF | of tunnels. Off to one side somebody has stuck up a poster. 		
CF | 		
CF | You can see a large rat and a burning branch (providing light) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take branch" 		
CF ] Cave Entrance06:54 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel06:57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:00 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is empty) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:03 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		Roger says, "aha I think I got it"
Roger says (to f), "u" 		
CF ] Tunnel Exit07:06 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Tunnel Exit 		
CF | The tunnel comes to an end here and seems to lead out on to a small 		
CF | ledge to the west. 		
CF | 		
CF | > 		Roger says, "so unfair"
		Jacqueline says, "ugh ah"
		Knight_Otu says, "..."
		Roger says, "fortunately my innate sense of fairness has been severely-damaged"
DavidW says (to ClubFloyd), "w" 		
CF ] Rocky Ledge07:09 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Rocky Ledge 		
CF | Situtated part-way up the cliff face, the ledge leads to small tunnel 		
CF | entrance to the east. It is also possible to go down to the base of 		
CF | the Cliff from here. 		
CF | 		
CF | You can see a small information sign here. 		
CF | 		
CF | > 		Knight_Otu says, "I tried up at one chest. Unfortunately, the wrong one."
		DavidW says, "This isn't the same section at all."
DavidW says (to ClubFloyd), "This is new territory." 		
CF ] Rocky Ledge07:09 		
CF | > 		
CF | > THIS IS NEW TERRITORY. 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "The legde above the elf, huh."
DavidW says (to ClubFloyd), "x sign" 		
CF ] Rocky Ledge07:12 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | A wooden post with a cardboard sheet nailed to it. 		
CF | 		
CF | 1: Standing on the end of something is a good way to counterbalance 		
CF | it. 		
CF | 		
CF | 2: Goblins are easily distracted, they love rummaging through 		
CF | backpacks, though strangely enough they have no interest in sacks or 		
CF | barrels. 		
CF | 		
CF | > 		Roger says, "close enough"
DavidW says (to ClubFloyd), "e" 		
CF ] Tunnel07:15 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear a strange noise down below .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel07:18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Tunnel07:21 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "become fuddo" 		
CF ] Tunnel Entrance07:24 		
CF | > 		
CF | > BECOME FUDDO 		
CF | 		
CF | Ok, you are now Fuddo. 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness07:27 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel Entrance07:30 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel Entrance 		
CF | Hewn out of the chasm wall, the entrance looks to lead east into a 		
CF | network of tunnels. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "become slam" 		
CF ] Tunnel07:33 		
CF | > 		
CF | > BECOME SLAM 		
CF | 		
CF | Ok, you are now Slam. 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW says, "I'm lost again."
		DavidW says, "I wish I could tell these chests apart."
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:36 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | You hear the sound of approaching footsteps .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Tunnel07:39 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | A large rat scurries by .... 		
CF | 		
CF | > 		Roger says, "It's easier if you leave their contents in them, was my experience"
DavidW says (to ClubFloyd), "u" 		
CF ] Tunnel07:42 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Roger says, "The closed/locked one is the one that you need to go Up from"
		DavidW says, "There's two locked ones."
		Roger says, "oh well then I don't know"
		Roger says, "I wonder if Fuddo's plank can become a torch for him"
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel07:45 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Tunnel07:48 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel07:51 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Something scurries up the wall and vanishes into the midst of the moss 		
CF | .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x moss" 		
CF ] Tunnel07:54 		
CF | > 		
CF | > X MOSS 		
CF | 		
CF | Pale blue fronds grow ferociously over the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take moss" 		
CF ] Tunnel07:57 		
CF | > 		
CF | > TAKE MOSS 		
CF | 		
CF | No need to concern yourself with that. 		
CF | 		
CF | Something scurries up the wall and vanishes into the midst of the moss 		
CF | .... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Tunnel08:00 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | The smell of warthog lingers in the air..... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel08:03 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the wooden chest. 		
CF | 		
CF | The smell of warthog lingers in the air..... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Tunnel08:06 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Tunnel 		
CF | The walls are solid stone, dripping with condensation and covered in 		
CF | lichen and moss. 		
CF | 		
CF | You can see a wooden chest (which is closed) here. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open chest" 		
CF ] Tunnel08:09 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the wooden chest. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Tunnel08:12 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | In the wooden chest is a leather belt. 		
CF | 		
CF | Drip, drip, drip ... 		
CF | 		
CF | > 		DavidW says, "yeah, I'm lost again. These aren't even the same chests."
		DavidW says, "I'm done. I can't do this one like this."
		Knight_Otu says, "We're at the three hour mark anyway."
		DavidW says, "This requires a lot more patience and mapping."
		Roger says, "fair enough! Your tenacity is admirable."
		DavidW says, "I can do this sort of thing on my own, but not really in a group format."
		Jacqueline asks, "Yeah. I'm fine with never knowing. Unless, Roger, you want to summarize the ending?"
		DavidW says, "You have to be really tenacious."
		MoyTravis says, "This is the kind of game that isn't really...For Me. So."
		Roger says, "yeah it might not be well-suited for group play"
		Roger says, "oh I didn't finish it"
		Jacqueline says (to Roger), "Ah"
		Roger says, "I might give it a stab later tonight though"
		Jacqueline says, "Also, just recall that this was done as a demo to show off a feature."
		Roger says, "I wouldn't expect any big plot twists"
		DavidW says, "Perhaps I'll write a walkthrough for this one some day."
		Roger says, "The one technical trick is sort of interesting"
		DavidW says, "But right now, I'm baffled with the tunnel maps. I didn't do a good job on the fly."
		Roger says, "yeah the tunnels are way more evil than they need to be"
		Roger says, "extremely non-Euclidean"
		Knight_Otu says, "They're a maze. That's all there is to say."
		DavidW says, "Going west from Tunnel Exit went to Rocky Ledge, but east didn't return me to Tunnel Exit, but to a Tunnel."
		Roger says, "to the extent I have a pro-tip, it's to open the chests if you can, but don't take the contents. That makes them a bit more identifiable."
		DavidW says, "Well, that's more obvious NOW, of course."
		Roger says, "heh well yes"
		Jacqueline smiles.
		Jacqueline says, "Well, thanks all. Sorry that was frustrating."
		DavidW says, "At this point, I'd want to start afresh."
		Roger says, "yeah"
		Jacqueline says, "Yeah. I'd want there to be more fishing, less... tunnels."
		Knight_Otu says, "Yeah, far less fishing than advertised."
		DavidW says, "oh, if you wanted fishing, there's at least three other games for that."
		Jacqueline says, "I feel like I was lured in on false pretenses. Pun possibly intended."
		MoyTravis says, "Definitely true."



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ClubFloyd Transcript:
Grooverland by Mathbrush
As played on ifMUD on July 4, 2021

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 Grooverland written by Mathbrush. Grooverland was released as part of the 2021 ParserComp, in which it took first 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 grooverland" 		
CF ] Arena Exits:none 		
CF | 		
CF | 		
CF | 		
CF | "It's coming for the queen! Everybody run!" 		
CF | 		
CF | Your loyal subjects flee as the dragon circles around for one final 		
CF | attack. It settles directly in front of you. 		
CF | 		
CF | Arena 		
CF | A frightened crowd of bizarre creatures and monsters surrounds you at 		
CF | a safe distance. 		
CF | 		
CF | Before you looms a terrible red dragon, invincible, tall, proud, and 		
CF | ready to strike the killing blow. 		
CF | 		
CF | > 		DavidW asks, "huh. I guess we're the queen?"
		DavidW asks, "Hit it? Kiss it?"
		DavidW asks, "We probably have no time to check inventory. Talk to it?"
		Karona says, "Yes, let's not resort to violence first"
DavidW says (to ClubFloyd), "talk to dragon" 		
CF ] Arena Exits:none 		
CF | > 		
CF | > TALK TO DRAGON 		
CF | 		
CF | "Have at thee, villain!" you cry, waving your sword. 		
CF | 		
CF | The dragon pushes closer, biting at the air by your head. 		
CF | 		
CF | > 		DavidW says, "I think we are meant to kill it, now."
DavidW says (to ClubFloyd), "kill dragon" 		
CF ] Arena Exits: E 		
CF | > 		
CF | > KILL DRAGON 		
CF | 		
CF | The mighty sword whistles through the air as you swing at the dragon. 		
CF | With a loud "snick" you slice through his head. 		
CF | 		
CF | Out pour buckets and buckets of... 		
CF | 		
CF | ...candy! 		
CF | 		
CF | The costumed crowd cheers and scrambles towards you to pick through 		
CF | the remains of the dragon, while a voice over the loudspeaker 		
CF | proclaims: 		
CF | 		
CF | "Ladies and Gentlemen, welcome to..." 		
CF | 		
CF | Grooverland 		
CF | The theme park of the century! by Mathbrush 		
CF | Release 1 / Serial number 210630 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Your family gathers around you while an attendant takes the sword. 		
CF | 		
CF | "That was awesome!" shouts David. 		
CF | 		
CF | "Pretty cool," says Alice. 		
CF | 		
CF | "Thanks for choosing this as your wish, kid," says your Dad. 		
CF | 		
CF | "Alright, let's go! Lily has the run of the park for the day, so the 		
CF | rest of you go ahead. Happy birthday, Lily," your Mom says to you and 		
CF | kisses your head. Then they all run off to the east. 		
CF | 		
CF | > 		Karona exclaims, "Ha!"
		DavidW says, "okay, that was cool and unexpected."
DavidW says (to ClubFloyd), "take candy" 		
CF ] Arena Exits: E 		
CF | > 		
CF | > TAKE CANDY 		
CF | 		
CF | The crowd already took all the candy in their mad scramble for sweets. 		
CF | 		
CF | > 		Karona nods.
DavidW says (to ClubFloyd), "x me" 		
CF ] Arena Exits: E 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You are Lily Lee, and this is your eleventh birthday! You are Queen of 		
CF | Grooverland for a day. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Arena Exits: E 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a young queen without possessions. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Arena Exits: E 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Arena 		
CF | The crowd has gone, leaving you free to enter the park to the 		
CF | east. 		
CF | 		
CF | The shell of the red papier-mâché dragon is all that remains here. So 		
CF | strange, how lifelike it was! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in dragon" 		
CF ] Arena Exits: E 		
CF | > 		
CF | > LOOK IN DRAGON 		
CF | 		
CF | All the candy is gone, now. 		
CF | 		
CF | > 		DavidW asks, "I guess east is all we can do from here, unless we want to take the dragon?"
		Karona exclaims, "That seems silly ... Let's try it!"
DavidW says (to ClubFloyd), "take dragon" 		
CF ] Arena Exits: E 		
CF | > 		
CF | > TAKE DRAGON 		
CF | 		
CF | This empty shell is not worth your attention. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Welcome Booth 		
CF | You walk towards the entrance of Grooverland and are impressed by its 		
CF | extravagance and size. 		
CF | 		
CF | Grooverland is surrounded by a plastic castle wall pierced by two tall 		
CF | gates to the east, one red and one white. Streams of people 		
CF | flow in and out of them and you can hear screams and laughter from 		
CF | inside. 		
CF | 		
CF | A gate guard in a paisley vest sitting in a Welcome Booth waves you 		
CF | over. "Welcome, Your Majesty! Let me know if you have any questions. 		
CF | Otherwise, go out there and have fun!" he says, handing you a flier. 		
CF | 		
CF | A smiling woman (accompanied by dog) is standing near the booth and 		
CF | holding a sign that says "Lily". That's your name! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read flier" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > READ FLIER 		
CF | 		
CF | As our royal guest of honor, you are cordially invited to your own 		
CF | private coronation tonight at sundown! 		
CF | 		
CF | To enter the castle, you must find a full set of regalia. This 		
CF | includes: 		
CF | 		
CF | a ring, 		
CF | a Sugar Plum Crown, 		
CF | a royal scepter, 		
CF | a mantle, 		
CF | and a sun orb. 		
CF | Each can be found in a different attraction. 		
CF | 		
CF | The park is laid out from west to east. Shops are available off the 		
CF | Melancholy Mall. Animals both gentle and dangerous can be found 		
CF | off the Prowling Promenade. Exciting rides are found off of the 		
CF | Mechanical Marvels. Halloween-themed spooky attractions are 		
CF | available year-round in the Spooky Sideshow! And our performers 		
CF | and the Queen's Castle itself are available in the Bitter End. 		
CF | 		
CF | The Mirrored Queen and the Scarlet Empress welcome you to Grooverland! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about gates" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT GATES 		
CF | 		
CF | "We're not a medieval castle. The gates are open all day!" he says. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about mirrored queen" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT MIRRORED QUEEN 		
CF | 		
CF | He says, "Well, there's two people in charge of this park: her, and 		
CF | the Scarlet Empress. And let me tell you, if you have to meet one of 		
CF | them, you'd better hope it's the queen!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about scarlet empress" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT SCARLET EMPRESS 		
CF | 		
CF | The gate guard looks at you seriously. "Lily, if you're involved with 		
CF | the Scarlet Empress, then you're in for a world of hurt." 		
CF | 		
CF | > 		Karona says, "Hmm"
DavidW says (to ClubFloyd), "ask guard about mall" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT MALL 		
CF | 		
CF | You can only ASK someone about an important thing or person you've 		
CF | seen. For instance, you could ASK the gate guard ABOUT David, the 		
CF | royal scepter, or Dad. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about scepter" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT SCEPTER 		
CF | 		
CF | "A royal scepter is one of the oldest-known symbols of authority in 		
CF | history," says the gate guard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about mantle" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT MANTLE 		
CF | 		
CF | "It's a traditional garment worn by royals in Europe," he says. "This 		
CF | one is your size." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about orb" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT ORB 		
CF | 		
CF | He says, "It was traditional for kings of old in some cultures to hold 		
CF | an orb that siginified the earth being in the rulers' hands. But this 		
CF | orb represents the sun." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dog" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | dog is a mixed breed dog, somewhere between a spaniel and a terrier, 		
CF | with a collar and a name tag that says "Toby". 		
CF | 		
CF | > 		DavidW says, "oh ho."
		DavidW says, "I remember Toby's Nose."
DavidW says (to ClubFloyd), "x woman" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > X WOMAN 		
CF | 		
CF | This is a professional-looking woman holding a sign with your name on 		
CF | it and standing next to a dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to woman" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > TALK TO WOMAN 		
CF | 		
CF | "Are you Lily?" the woman asks, crouching down. You nod. 		
CF | 		
CF | "Hi, Lily! I'm from the 'Kids Paws the Game' Foundation. We've donated 		
CF | our own gift for the big day." She pulls out a whistle on a chain and 		
CF | hands it to you. 		
CF | 		
CF | "If you ever get lost, just blow this whistle and Toby here will come 		
CF | find you," she says, ruffling the hair of the dog next to you. "We'll 		
CF | let you get on with the big day. Hope you have fun!" 		
CF | 		
CF | She gives you a wink, and then she vanishes, leaving Toby behind. You 		
CF | blink, but nobody else seems to have noticed her disappearance. Toby 		
CF | licks your hand reassuringly. You place the whistle around your neck. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x whistle" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > X WHISTLE 		
CF | 		
CF | You were told that, no matter where you are, you could blow this 		
CF | whistle and Toby the dog would lead you out of the park. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toby" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > X TOBY 		
CF | 		
CF | Toby is a mixed breed dog, somewhere between a spaniel and a terrier, 		
CF | with a collar and a name tag that says "Toby". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet toby" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > PET TOBY 		
CF | 		
CF | Toby smiles and barks, as if to say, "I am indeed a good boy!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell toby" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > SMELL TOBY 		
CF | 		
CF | Everything in this park has a smell like peppermint mixed with copper. 		
CF | 		
CF | > 		DavidW asks, "Copper? Like... blood?"
DavidW says (to ClubFloyd), "ask toby about queen" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK TOBY ABOUT QUEEN 		
CF | 		
CF | (the Mirrored Queen) 		
CF | Toby doesn't understand you, but he puts a paw on your hand and stares 		
CF | into your eyes, letting you know that he'll wait for you here until 		
CF | you blow the whistle. 		
CF | 		
CF | > 		Karona says, "There does seem to be a dark undercurrent to this game."
DavidW says (to ClubFloyd), "ask guard about dad" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT DAD 		
CF | 		
CF | "Your father seems like a swell fellow, really knows his way around a 		
CF | map. He was hanging around Mechanical Marvels or thereabout, if I 		
CF | remember," says the guard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about white gate" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT WHITE GATE 		
CF | 		
CF | You can only ASK someone about an important thing or person you've 		
CF | seen. For instance, you could ASK the gate guard ABOUT Grooverland, 		
CF | the Scarlet Empress, or the ring. 		
CF | 		
CF | > 		DavidW asks, "I guess we go east?"
DavidW says (to ClubFloyd), "e" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Melancholy Mall 		
CF | As you enter the gates, the full beauty of Grooverland is exposed to 		
CF | your view. You smell a bizarre mixture of sweets and metal, you hear 		
CF | screams from unseen rides, and, far off to the east, you see the 		
CF | distant castle. That's where your coronation ceremony will be tonight, 		
CF | if you can find everything you need, of course! 		
CF | 		
CF | [You can check the flier in your inventory to see the requirements for 		
CF | entering the Queen's Castle.] 		
CF | 		
CF | You are standing in the main thoroughfare for Grooverland. Park-goers 		
CF | wearing masks and carrying cricket bats pass all around you, and you 		
CF | see quite a few children holding jelly-covered ice cream cones. 		
CF | 		
CF | A sign to the north says "Sugar Plum Snack Bar". 		
CF | 		
CF | A sign to the south is labeled "Painful Purchases Gift Shop". 		
CF | Underneath the name is a tagline: "All Magic Has a Price". 		
CF | 		
CF | You can return to the Welcome Booth to the west or continue 		
CF | east to the Prowling Promenade. 		
CF | 		
CF | > 		Karona asks, "Do you know anything about Chandler Groove's works that might be relevant?"
		DavidW says, "uh, some of them. Toby was a dog with an excellent nose."
		Karona exclaims, "Aha!"
		DavidW says, "I'm not as familiar with his games as I should be."
		DavidW says, "I'm thinking the Sugar Plum Crown is at the Snack Bar."
DavidW says (to ClubFloyd), "n" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sugar Plum Snack Bar 		
CF | This snack shop is one of the highest-rated attractions at the park, 		
CF | according to your sister. 		
CF | 		
CF | A harried-looking snack attendant stands at the register dispensing 		
CF | drinks out to ticket-holders. 		
CF | 		
CF | A mighty confectionery castle cake rises here, wider than a wedding 		
CF | cake. Each piece is made of a different substance in various layers. 		
CF | The uppermost layer of the cake is the Devil's Food Tower, made of 		
CF | dark, dense chocolate cake. A little sign nearby says "For Lily". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cake" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > X CAKE 		
CF | 		
CF | An enormous cake made of decadent foods. Currently you can see the 		
CF | Devil's Food Tower, made of dark, dense chocolate cake. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x attendant" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > X ATTENDANT 		
CF | 		
CF | Imagine Betty White in her 50's dressed as a carnival showman, while 		
CF | also being very drunk. This woman is the complete opposite of that. 		
CF | 		
CF | > 		DavidW says, "ha ha"
		Karona laughs her ass off!
		DavidW says, "What a description!"
DavidW says (to ClubFloyd), "ask attendant about cake" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > ASK ATTENDANT ABOUT CAKE 		
CF | 		
CF | "Oh, that cake's all for you. There's a prize if you eat it, sugar," 		
CF | says the attendant. 		
CF | 		
CF | > 		DavidW says, "I think we should eat our cake."
DavidW says (to ClubFloyd), "eat cake" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > EAT CAKE 		
CF | 		
CF | You gorge yourself on the Devil's Food Tower, squishing your fingers 		
CF | through and through the spongy mass. Underneath, you see a library 		
CF | made of marshmallow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x library" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > X LIBRARY 		
CF | 		
CF | To be honest, you have no idea how this is structurally stable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat library" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > EAT LIBRARY 		
CF | 		
CF | Your mouth is too dry to eat more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask attendant for drink" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > ASK ATTENDANT FOR DRINK 		
CF | 		
CF | (the snack attendant first taking the drinks) 		
CF | You can TALK TO the snack attendant or ASK the snack attendant ABOUT 		
CF | something you've seen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to attendant" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > TALK TO ATTENDANT 		
CF | 		
CF | "First time?" she asks, peering down at you with a polite smile. 		
CF | "Drinks are free, but only if you have a ticket. You see any drink 		
CF | tickets, bring them to me and I'll trade them in for a drink. Okay, 		
CF | hun?" She peers closer at you. "Oh, you're Lily, right? The cake is 		
CF | yours, too. There's a prize if you can eat the whole thing!" 		
CF | 		
CF | She then goes back to serving the other customers. 		
CF | 		
CF | > 		DavidW says, "I guess we need to find drink tickets."
DavidW says (to ClubFloyd), "s" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Melancholy Mall 		
CF | You are standing in the main thoroughfare for Grooverland. Park-goers 		
CF | wearing masks and carrying cricket bats pass all around you, and you 		
CF | see quite a few children holding jelly-covered ice cream cones. 		
CF | 		
CF | A sign to the north says "Sugar Plum Snack Bar". 		
CF | 		
CF | A sign to the south is labeled "Painful Purchases Gift Shop". 		
CF | Underneath the name is a tagline: "All Magic Has a Price". 		
CF | 		
CF | You can return to the Welcome Booth to the west or continue 		
CF | east to the Prowling Promenade. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Painful Purchases 		
CF | You are standing in Painful Purchases, the gift shop for Grooverland. 		
CF | Everything is decorated in burgundy and beige. 		
CF | 		
CF | Here, there are rows and rows of pristine merchandise. 		
CF | 		
CF | A book of poems is on display. A little dollhouse is here as well, 		
CF | filled with simulated rot and rust. 		
CF | 		
CF | A shop clerk is waiting patiently for your mom to finish her 		
CF | purchases. 		
CF | 		
CF | Your mom is here, browsing through the merchandise. 		
CF | 		
CF | > 		DavidW says, "This seems a bit creepy."
DavidW says (to ClubFloyd), "x dollhouse" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X DOLLHOUSE 		
CF | 		
CF | This house is filled with all sorts of little furniture. It has a 		
CF | label that says, "The house is insignificant, a worthless husk, too 		
CF | tiny to love. It is entirely too small. Please do not shake the 		
CF | house." 		
CF | 		
CF | It's filled with little furniture. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x furniture" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X FURNITURE 		
CF | 		
CF | The dollhouse is filled with little, immovable pieces of furniture. 		
CF | There are plastic doves' nests in little holes. Ridged vines coil over 		
CF | tiles painted with cracks. The rug is a sponge, pre-moistened to a 		
CF | swampy state. The abandoned chairs are crumpled into a pile. A little 		
CF | crooked painting of an elderly woman adorns the wall. There is a 		
CF | little wooden cabinet. There are bookcases with plastic moss and 		
CF | little black wax candles like fingers, black logs in the fireplace 		
CF | with an oversized mantel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x elderly woman" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X ELDERLY WOMAN 		
CF | 		
CF | I wonder who she is. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cabinet" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X CABINET 		
CF | 		
CF | Hmm, this cabinet looks shinier than the rest of the furniture. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the little cabinet, revealing a winding key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wind key" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > WIND KEY 		
CF | 		
CF | You don't have anything to wind with. 		
CF | 		
CF | > 		Karona exclaims, "Ooh!"
DavidW says (to ClubFloyd), "take winding key" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > TAKE WINDING KEY 		
CF | 		
CF | You grab the winding key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x poems" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X POEMS 		
CF | 		
CF | You flip through the book. 		
CF | 		
CF | "They say it is a haunted place. 		
CF | In ages past a priest lived there 		
CF | and when his prayers were not 		
CF | answered he starved himself. 		
CF | His body transformed into rats 		
CF | and they destroyed the sacred 		
CF | books and holy scrolls..." 		
CF | 		
CF | It goes on like this for some time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mom" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X MOM 		
CF | 		
CF | Mom is wearing her sandals and capri pants. She has her pencil out and 		
CF | is jotting down everything she sees into a present list. She clicks 		
CF | and mutters every time she spots something new. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x clerk" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X CLERK 		
CF | 		
CF | The clerk is short and thin, and he has extremely long golden hair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask clerk about dollhouse" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > ASK CLERK ABOUT DOLLHOUSE 		
CF | 		
CF | He laughs. "I'm not, like, into dolls, man. I don't know." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dollhouse" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X DOLLHOUSE 		
CF | 		
CF | This house is filled with all sorts of little furniture. It has a 		
CF | label that says, "The house is insignificant, a worthless husk, too 		
CF | tiny to love. It is entirely too small. Please do not shake the 		
CF | house." 		
CF | 		
CF | It's filled with little furniture, including an open cabinet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x furniture" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X FURNITURE 		
CF | 		
CF | The dollhouse is filled with little, immovable pieces of furniture. 		
CF | There are plastic doves' nests in little holes. Ridged vines coil over 		
CF | tiles painted with cracks. The rug is a sponge, pre-moistened to a 		
CF | swampy state. The abandoned chairs are crumpled into a pile. A little 		
CF | crooked painting of an elderly woman adorns the wall. There is a 		
CF | little wooden cabinet. There are bookcases with plastic moss and 		
CF | little black wax candles like fingers, black logs in the fireplace 		
CF | with an oversized mantel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behind painting" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > LOOK BEHIND PAINTING 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bookcases" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X BOOKCASES 		
CF | 		
CF | The moss on the bookcases must have taken forever to make. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rug" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X RUG 		
CF | 		
CF | Gross. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x candles" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X CANDLES 		
CF | 		
CF | They are honestly pretty disgusting. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x logs" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X LOGS 		
CF | 		
CF | Why is there so much detail in this dollhouse? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mantel" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X MANTEL 		
CF | 		
CF | Why is there so much detail in this dollhouse? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x poems" 		
CF ] Painful Purchases Exits: N 		
CF | > 		
CF | > X POEMS 		
CF | 		
CF | You flip through the book. 		
CF | 		
CF | "They say it is a haunted place. 		
CF | In ages past a priest lived there 		
CF | and when his prayers were not 		
CF | answered he starved himself. 		
CF | His body transformed into rats 		
CF | and they destroyed the sacred 		
CF | books and holy scrolls..." 		
CF | 		
CF | It goes on like this for some time. 		
CF | 		
CF | > 		DavidW says, "I think the key is our prize here."
DavidW says (to ClubFloyd), "n" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Melancholy Mall 		
CF | You are standing in the main thoroughfare for Grooverland. Park-goers 		
CF | wearing masks and carrying cricket bats pass all around you, and you 		
CF | see quite a few children holding jelly-covered ice cream cones. 		
CF | 		
CF | A sign to the north says "Sugar Plum Snack Bar". 		
CF | 		
CF | A sign to the south is labeled "Painful Purchases Gift Shop". 		
CF | Underneath the name is a tagline: "All Magic Has a Price". 		
CF | 		
CF | You can return to the Welcome Booth to the west or continue 		
CF | east to the Prowling Promenade. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bats" 		
CF ] Melancholy Mall Exits: N S E W 		Karona says, "I think you are right"
CF | > 		
CF | > X BATS 		
CF | 		
CF | They're marked with some kind of weird alphabet or sigils. It looks 		
CF | burned into the wood; in fact, some of the bats are still smoking. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask park-goers about bats" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > ASK PARK-GOERS ABOUT BATS 		
CF | 		
CF | You can only ASK someone about an important thing or person you've 		
CF | seen. For instance, you could ASK the mall crowd ABOUT the Painful 		
CF | Purchases Gift Shop, the book of poems, or the dollhouse. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to park-goers" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > TALK TO PARK-GOERS 		
CF | 		
CF | You feel nervous approaching a large group without anyone you know in 		
CF | it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | > 		Karona asks, "Of course. Why wouldn't it be weird?"
		DavidW says, "I remember the meatpacking plant in Cragne Manor."
DavidW says (to ClubFloyd), "x seller" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > X SELLER 		
CF | 		
CF | A heavy-set man with thick stubble and a layer of grease all over him. 		
CF | 		
CF | He's standing in front of the sausage menu. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sausage menu" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > X SAUSAGE MENU 		
CF | 		
CF | "Try our delightfully bloody food! 		
CF | 		
CF | B-Bloodiness S-Sloppiness R-Rawness 		
CF | 		
CF | B/S/R FOOD 		
CF | 		
CF | 4/2/1 TAGHAIRM DELUXE 		
CF | 3/2/2 BARON'S BREAKFAST 		
CF | 4/1/2 HUNTED UNICORN" 		
CF | 		
CF | > 		
CF ] In Debris Room Exits: W U 		
CF | > 		
CF | > XYZZY 		
CF | 		
CF | In Debris Room 		
CF | You are in a debris room filled with stuff washed in from the surface. 		
CF | A low wide passage with cobbles becomes plugged with mud and debris 		
CF | here, but an awkward canyon leads upward and west. At least, it used 		
CF | to. Now it's blocked by an iron portcullis" 		
CF | 		
CF | A note on the wall says, "Magic word XYZZY." 		
CF | 		
CF | You can see a blasting rod here. 		
CF | 		
CF | > 		DavidW says, "I didn't type that."
		Karona exclaims, "Sorry!"
		Karona exclaims, "That was me!"
		asks, "Did you whisper to CF?"
		Karona says, "Yes, I did the bad thing."
		Karona says, "I did not intend to whisper though. And I did not figure XYZZY would be a command of consequence"
DavidW says (to ClubFloyd), "x rod" 		
CF ] In Debris Room Exits: W U 		
CF | > 		
CF | > X ROD 		
CF | 		
CF | This is a three-foot black rod with the word "BLAST" written on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rod" 		
CF ] In Debris Room Exits: W U 		
CF | > 		
CF | > TAKE ROD 		
CF | 		
CF | You grab the blasting rod. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] In Debris Room Exits: W U 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the iron portcullis) 		
CF | (first unlocking the iron portcullis) 		
CF | You lack a key that fits the iron portcullis. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] In Debris Room Exits: W U 		
CF | > 		
CF | > U 		
CF | 		
CF | (first opening the iron portcullis) 		
CF | (first unlocking the iron portcullis) 		
CF | You lack a key that fits the iron portcullis. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x portcullis" 		
CF ] In Debris Room Exits: W U 		
CF | > 		
CF | > X PORTCULLIS 		
CF | 		
CF | You peer closely, but find nothing that helps you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xyzzy" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > XYZZY 		
CF | 		
CF | Welcome Booth 		
CF | Grooverland is surrounded by a plastic castle wall pierced by two tall 		
CF | gates to the east, one red and one white. Streams of people 		
CF | flow in and out of them and you can hear screams and laughter from 		
CF | inside. 		
CF | 		
CF | David is contemplating the various attractions and people in the park 		
CF | with wide eyes. He's holding his favorite plush chimera. 		
CF | 		
CF | In between the two gates is a Welcome Booth with a kindly-looking gate 		
CF | guard standing inside. 		
CF | 		
CF | Toby waits patiently here for the next time you'll need him. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask guard about rod" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK GUARD ABOUT ROD 		
CF | 		
CF | Oh no! When you say the words "blasting rod", it explodes! 		
CF | 		
CF | 		
CF | 		
CF | *** The first rule of blasting rod is you don't talk 		
CF | about blasting rod *** 		
CF | 		
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 ] Welcome Booth Exits: E 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Welcome Booth 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Karona says (to ClubFloyd), "Oh no!" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > OH NO! 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Karona exclaims, "Rather, oh no!"
		DavidW says, "It's okay, I undid my move."
		Karona exclaims, "w00t!"
		DavidW says, "I guess this isn't quite the sweet game it is on the surface if it's possible to die."
DavidW says (to ClubFloyd), "e" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Melancholy Mall 		
CF | You are standing in the main thoroughfare for Grooverland. Park-goers 		
CF | wearing masks and carrying cricket bats pass all around you, and you 		
CF | see quite a few children holding jelly-covered ice cream cones. 		
CF | 		
CF | A sign to the north says "Sugar Plum Snack Bar". 		
CF | 		
CF | A sign to the south is labeled "Painful Purchases Gift Shop". 		
CF | Underneath the name is a tagline: "All Magic Has a Price". 		
CF | 		
CF | You can return to the Welcome Booth to the west or continue 		
CF | east to the Prowling Promenade. 		
CF | 		
CF | Spike the park inspector comes up to you and grabs the blasting rod. 		
CF | "Not safe for children!" he yells over his shoulder. 		
CF | 		
CF | Now your blasting rod is gone forever. Which is good, because it was 		
CF | just a silly toy implemented in an out-of-game action and doesn't 		
CF | accomplish anything. 		
CF | 		
CF | > 		Karona says, "Yes, you have scratched the surface and found the copper"
		DavidW says, "oh, the rod is gone."
		DavidW says, "hm. That "All Magic Has a Price" bothers me. Maybe using magic is dangerous."
		DavidW says, "And we've used magic twice now."
		Karona says, "Hmm"
		DavidW says, "oh well. I suppose we just have to live with the consequences, if any."
DavidW says (to ClubFloyd), "e" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chef" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > X CHEF 		
CF | 		
CF | A thin and almost rubbery-looking woman with bulging eyes. 		
CF | 		
CF | She's standing in front of the ceviche menu. 		
CF | 		
CF | > 		Karona says, "And use magic only when all else fails"
DavidW says (to ClubFloyd), "x ceviche menu" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > X CEVICHE MENU 		
CF | 		
CF | "No one is more raw than us! 		
CF | 		
CF | B-Bloodiness S-Sloppiness R-Rawness 		
CF | 		
CF | B/S/R FOOD 		
CF | 		
CF | 1/2/4 BRINY BYTE 		
CF | 2/2/3 CRAGNE CRAWFISH 		
CF | 2/1/4 PICKLED PRIORESS" 		
CF | 		
CF | > 		DavidW asks, "Maybe this weird food is for the animals?"
DavidW says (to ClubFloyd), "x jelly menu" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > X JELLY MENU 		
CF | 		
CF | "The sloppiest scraps you'll ever find! 		
CF | 		
CF | B-Bloodiness S-Sloppiness R-Rawness 		
CF | 		
CF | B/S/R FOOD 		
CF | 		
CF | 2/4/1 JELLIED EELS 		
CF | 1/4/2 MOLTEN MONOLITH 		
CF | 2/3/2 PORCINE PUREE" 		
CF | 		
CF | > 		Karona exclaims, "Oooh!"
DavidW says (to ClubFloyd), "n" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > N 		
CF | 		
CF | "Queen coming through!" shouts someone in the crowd, and the petting 		
CF | zoo slowly clears out. Personal time with the animals is one of your 		
CF | perks for the day. 		
CF | 		
CF | Petting Zoo 		
CF | This homey-looking area surrounded by a gleaming chrome fence has 		
CF | several soft animals (and, in one case, squishy) for you to pet or 		
CF | feed. A gleaming chrome food table provides snacks for the animals: a 		
CF | lettuce tray, a crate of mushrooms, and a plate of bratwursts. 		
CF | 		
CF | A placid and professional zookeeper stands watch over the animals. 		
CF | 		
CF | A racing slug is oozing around here. 		
CF | 		
CF | A truffle pig is sniffing around the petting zoo. 		
CF | 		
CF | A tailypo is stalking back and forth. 		
CF | 		
CF | > 		Karona says, "They don't seem to have many kosher options"
DavidW says (to ClubFloyd), "x slug" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X SLUG 		
CF | 		
CF | It doesn't seem very fast, but then there's not a race going on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet slug" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > PET SLUG 		
CF | 		
CF | It's very squishy, but you do it. The slug looks happy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell slug" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > SMELL SLUG 		
CF | 		
CF | Everything in this park has a smell like peppermint mixed with copper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pig" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X PIG 		
CF | 		
CF | Well, it's called a truffle pig, but it looks like a regular pig. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet pig" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > PET PIG 		
CF | 		
CF | It oinks merrily at your touch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tickle pig" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > TICKLE PIG 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tailypo" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X TAILYPO 		
CF | 		
CF | Black shape. Whiskers. Big eyes. Sharp claws. Long tail. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask zookeeper about tailypo" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER ABOUT TAILYPO 		
CF | 		
CF | "Now he's a weird little creature," says the zookeeper. "Looks so 		
CF | smart I swear he could talk, but I've never heard a peep out of him." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to tailypo" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > TALK TO TAILYPO 		
CF | 		
CF | The tailypo looks at you in utter confusion. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet tailypo" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > PET TAILYPO 		
CF | 		
CF | It bristles but allows you to pet it. It does look less grumpy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > G 		
CF | 		
CF | It bristles but allows you to pet it. It does look less grumpy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lettuce" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X LETTUCE 		
CF | 		
CF | Which do you mean, the 1) lettuce tray or the 2) lettuce leaf? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "leaf" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > LEAF 		
CF | 		
CF | It is almost disgustingly healthy and vibrant. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mushrooms" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X MUSHROOMS 		
CF | 		
CF | An open crate filled with mushroom caps. 		
CF | 		
CF | In the crate of mushrooms is a mushroom cap. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bratwurst" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X BRATWURST 		
CF | 		
CF | Which do you mean, the 1) plate of bratwursts or the 2) limp 		
CF | bratwurst? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "limp" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > LIMP 		
CF | 		
CF | This bratwurst is dripping with grease. 		
CF | 		
CF | > 		Roger says, "dripping with grease and inneundo"
		DavidW asks, "I suppose we can give one treat to each of the pets?"
		Karona exclaims, "Hi, Roger!"
		DavidW says, "There are a very disgusting sausage in Cragne Manor"
DavidW says (to ClubFloyd), "talk to zookeeper" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > TALK TO ZOOKEEPER 		
CF | 		
CF | "This part of the park is mostly for the younger kids, but I think you 		
CF | might like it, too," says the zookeeper. It's not as frightening as 		
CF | the menagerie and its strange little keeper. 		
CF | 		
CF | "We're also missing our monkey, so I'm sorry about that. He's a clever 		
CF | little scamp and likes to disappear from time to time." 		
CF | 		
CF | > 		Karona says, "I want to ask, "Where's the harm in that?", but this seems like the kind of game that will quickly show us the harm in that."
DavidW says (to ClubFloyd), "ask zookeeper about monkey" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER ABOUT MONKEY 		
CF | 		
CF | "I do wonder where our monkey has gone to," says the zookeeper 		
CF | worriedly. "He loves to pick fights." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give leaf to slug" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > GIVE LEAF TO SLUG 		
CF | 		
CF | (first taking the lettuce leaf) 		
CF | The slug devours the lettuce greedily. It squeaks and gurgles in a 		
CF | gelatinous joy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give cap to pig" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > GIVE CAP TO PIG 		
CF | 		
CF | (first taking the mushroom cap) 		
CF | The pig leans forward to sniff the mushroom, enjoying its fungal 		
CF | scent. It takes a small bite, rolling it around on its tongue to enjoy 		
CF | the flavor, before delicately swallowing it. Then it chomps down on 		
CF | the rest, eating it in one gulp and almost taking off your hand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give limp to tailypo" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > GIVE LIMP TO TAILYPO 		
CF | 		
CF | (first taking the limp bratwurst) 		
CF | The tailypo devourse the bratwurst greedily, splashing bits of grease 		
CF | and skin all over itself before cleaning itself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > L 		
CF | 		
CF | Petting Zoo 		
CF | This homey-looking area surrounded by a gleaming chrome fence has 		
CF | several soft animals (and, in one case, squishy) for you to pet or 		
CF | feed. A gleaming chrome food table provides snacks for the animals: a 		
CF | lettuce tray, a crate of mushrooms, and a plate of bratwursts. 		
CF | 		
CF | A placid and professional zookeeper stands watch over the animals. 		
CF | 		
CF | A racing slug is oozing around here. 		
CF | 		
CF | A truffle pig is sniffing around the petting zoo. 		
CF | 		
CF | A tailypo is stalking back and forth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ooze" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X OOZE 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fence" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X FENCE 		
CF | 		
CF | This fence must be polished daily. It's so bright! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask zookeeper about fence" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER ABOUT FENCE 		
CF | 		
CF | You can only ASK someone about an important thing or person you've 		
CF | seen. For instance, you could ASK the zookeeper ABOUT the Devil's Food 		
CF | Tower, the paisley vest, or the Scarlet Empress. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask zookeeper about ticket" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER ABOUT TICKET 		
CF | 		
CF | You can only ASK someone about an important thing or person you've 		
CF | seen. For instance, you could ASK the zookeeper ABOUT the sun orb, the 		
CF | zookeeper, or the Hunted Unicorn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask zookeeper about sausage seller" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER ABOUT SAUSAGE SELLER 		
CF | 		
CF | "I don't trust any of the food vendors. Animals should have simple 		
CF | food, not elaborate concoctions!" she says. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask zookeeper about cragne" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER ABOUT CRAGNE 		
CF | 		
CF | "I believe the menagerie keeper or one of the food sellers would know 		
CF | more about that," says the zookeeper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tray" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > X TRAY 		
CF | 		
CF | A tray filled with fresh lettuce. 		
CF | 		
CF | In the lettuce tray is a lettuce leaf. 		
CF | 		
CF | > 		DavidW says, "oh, I see. The tray respawns a food item you use."
		Karona exclaims, "Nice!"
		DavidW asks, "Shall we see the dangerous animals now?"
		DavidW says, "It seems the north side attractions are good-themed and the south side ones are less-good."
DavidW says (to ClubFloyd), "s" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | David is contemplating the various attractions and people in the park 		
CF | with wide eyes. He's holding his favorite plush chimera. 		
CF | 		
CF | David starts going to the east, but sees something that makes him turn 		
CF | around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to david" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > TALK TO DAVID 		
CF | 		
CF | "Lily, this park is awesome!" says David. "Did you know there's a 		
CF | giant castle cake in the snack shop?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask david about chimera" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > ASK DAVID ABOUT CHIMERA 		
CF | 		
CF | "Chimeras are awesome! They can multiattack and fly!" says David. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask david about tickets" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > ASK DAVID ABOUT TICKETS 		
CF | 		
CF | You can only ASK someone about an important thing or person you've 		
CF | seen. For instance, you could ASK David ABOUT the castle cake, Alice, 		
CF | or the lettuce leaf. 		
CF | 		
CF | David wanders off to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Menagerie 		
CF | This attraction is lively and loud. You are in a red brick plaza in 		
CF | the middle of all the dangerous animal exhibits of the menagerie. 		
CF | 		
CF | To the west lies the Griffin Exhibit, to the east lies 		
CF | the Skull Scraper Sanctuary, and to the south is the Lupine 		
CF | Lair. You can also go up to the Abandoned Shrine and 		
CF | down from here is the Rawhead's Refuge. 		
CF | 		
CF | A large menu is posted on a sign here. 		
CF | 		
CF | Escape is to the north. 		
CF | 		
CF | A scabrous little man with a nametag reading Crust walks along the 		
CF | cages, banging the bars with an ornate scepter when the animals become 		
CF | too unruly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scepter" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > X SCEPTER 		
CF | 		
CF | This is a scepter, part of the Grooverland regalia. 		
CF | 		
CF | > 		DavidW says, "That's one of the things we need to obtain."
DavidW says (to ClubFloyd), "x crust" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > X CRUST 		
CF | 		
CF | He's a little man holding an ornate scepter. His nametag says Crust. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to crust" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > TALK TO CRUST 		
CF | 		
CF | "Step lightly, child. A misstep here would land somebody in a bad 		
CF | place. We serve the Scarlet Empress in this part of the park, not like 		
CF | that simple-minded zookeeper who serves the Mirrored Queen." He peers 		
CF | at you closely. "Ah, the special girl of the day! Well, we have a 		
CF | treat for you, don't we. If you want this," he says, tapping the royal 		
CF | scepter that he holds, "you'll have to beat me at my own game." 		
CF | 		
CF | He grins and says, "These animals are hungry beasts, never full. I 		
CF | have my own menu, which you can see in the plaza of the menagerie. 		
CF | I'll give you five tokens for the food carts up in the Promenade. 		
CF | Order your five best foods, and I'll bring my five best, and we'll see 		
CF | which beasts prefer your food over mine. If more animals like your 		
CF | food than mine, I'll give you this piece of the regalia." 		
CF | 		
CF | Then he hands you five tokens. "Go on then!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Menagerie Exits: NSEWUD 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x menu" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > X MENU 		
CF | 		
CF | "Our keepers know exactly what foods their charges desire. Here is a 		
CF | list of foods that the zookeeper uses, along with their special 		
CF | properties that the animals love! To see what animals like, check out 		
CF | their enclosures! 		
CF | 		
CF | B-Bloodiness S-Sloppiness R-Rawness 		
CF | 		
CF | B/S/R FOOD 		
CF | 		
CF | 7/5/4 GOAT 		
CF | 7/3/5 LAMB 		
CF | 5/3/4 BANTAM 		
CF | 3/3/5 MINNOW 		
CF | 3/3/5 RAT" 		
CF | 		
CF | There is also a white ticket attached to the menu. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ticket" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > TAKE TICKET 		
CF | 		
CF | You peel off the ticket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ticket" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > X TICKET 		
CF | 		
CF | This is a white ticket that says "Good for one glass of milk at the 		
CF | Sugar Plum Snack Bar." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Griffin Exhibit Exits: E 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Griffin Exhibit 		
CF | This exhibit looks has the appearance of dreadful wilds, with false 		
CF | crags and pools of water. 		
CF | 		
CF | There is an informational sign here. 		
CF | 		
CF | The rest of the menagerie is to the east. 		
CF | 		
CF | A griffin stalks back and forth here, watching you keenly. 		
CF | 		
CF | Crust arrives from the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x griffin" 		
CF ] Griffin Exhibit Exits: E 		
CF | > 		
CF | > X GRIFFIN 		
CF | 		
CF | This animal is not a pleasant one to look at. It has a large head with 		
CF | sharp teeth, powerful claws and a projecting tail. 		
CF | 		
CF | How they got an animal to look like that, you can't imagine. Its wings 		
CF | are moving, even. Is it an ostrich in a costume? It must be. 		
CF | 		
CF | > 		
Karona says (to ClubFloyd), "x crust" 		
CF ] Griffin Exhibit Exits: E 		
CF | > 		
CF | > X CRUST 		
CF | 		
CF | He's a little man holding an ornate scepter. His nametag says Crust. 		
CF | 		
CF | He is carrying the following menagerie food (with Blooodiness, 		
CF | Sloppiness, and Rawness) 		
CF | (B 7, S 5, R 4) Goat Meat 		
CF | (B 7, S 3, R 5) Lamb Meat 		
CF | (B 5, S 3, R 4) Bantam 		
CF | (B 3, S 3, R 5) Minnow 		
CF | (B 3, S 3, R 5) Rat Meat 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign" 		
CF ] Griffin Exhibit Exits: E 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | It reads, "The griffin is a fiercely independent but intelligent 		
CF | creature who loves bloody food." 		
CF | 		
CF | > 		DavidW says, "I bet Crust won't feed any until we feed them first."
		Karona says, "I am sure you are right"
		DavidW says, "I'm not sure how we can possibly beat him with bloodiness. The highest bloodiness foods from the sellers only go up to 4."
DavidW says (to ClubFloyd), "e" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Menagerie 		
CF | This attraction is lively and loud. You are in a red brick plaza in 		
CF | the middle of all the dangerous animal exhibits of the menagerie. 		
CF | 		
CF | To the west lies the Griffin Exhibit, to the east lies 		
CF | the Skull Scraper Sanctuary, and to the south is the Lupine 		
CF | Lair. You can also go up to the Abandoned Shrine and 		
CF | down from here is the Rawhead's Refuge. 		
CF | 		
CF | A large menu is posted on a sign here. 		
CF | 		
CF | Escape is to the north. 		
CF | 		
CF | Crust arrives from the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Skull Scraper Sanctuary Exits: W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Skull Scraper Sanctuary 		
CF | This dark room is lined with many, many skulls. Plastic, you presume. 		
CF | 		
CF | There is an informational sign here. 		
CF | 		
CF | The rest of the menagerie is to the west. 		
CF | 		
CF | A vicous sharp-toothed skull scraper hops around this exhibit. 		
CF | 		
CF | Crust arrives from the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scraper" 		
CF ] Skull Scraper Sanctuary Exits: W 		
CF | > 		
CF | > X SCRAPER 		
CF | 		
CF | The skull scraper is small creature with extremely sharp teeth. You 		
CF | can only assume it must be a variant of rabbit, but it doesn't look 		
CF | like any rabbit you've seen. Instead of hopping, it scurries from 		
CF | place to place, occasionally gnawing on skulls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign" 		
CF ] Skull Scraper Sanctuary Exits: W 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | It reads, "The skull scraper is a fastidious creature that prefers raw 		
CF | food but detests sloppiness." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Menagerie 		
CF | This attraction is lively and loud. You are in a red brick plaza in 		
CF | the middle of all the dangerous animal exhibits of the menagerie. 		
CF | 		
CF | To the west lies the Griffin Exhibit, to the east lies 		
CF | the Skull Scraper Sanctuary, and to the south is the Lupine 		
CF | Lair. You can also go up to the Abandoned Shrine and 		
CF | down from here is the Rawhead's Refuge. 		
CF | 		
CF | A large menu is posted on a sign here. 		
CF | 		
CF | Escape is to the north. 		
CF | 		
CF | Crust arrives from the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Lupine Lair Exits: N 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lupine Lair 		
CF | This unusual exhibit looks like an alley between two suburban houses. 		
CF | A strange choice for a menagerie, but Grooverland is a strange place. 		
CF | 		
CF | There is an informational sign here. 		
CF | 		
CF | The rest of the menagerie is back to the north. 		
CF | 		
CF | A wolf wearing a top hat prowls here, never looking away from you. 		
CF | 		
CF | Crust arrives from the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wolf" 		
CF ] Lupine Lair Exits: N 		
CF | > 		
CF | > X WOLF 		
CF | 		
CF | A wolf that is, for some reason, wearing a top hat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hat" 		
CF ] Lupine Lair Exits: N 		
CF | > 		
CF | > X HAT 		
CF | 		
CF | How this is staying on, you may never know. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet wolf" 		
CF ] Lupine Lair Exits: N 		
CF | > 		
CF | > PET WOLF 		
CF | 		
CF | You can't touch the wolf. He is too far away! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign" 		
CF ] Lupine Lair Exits: N 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | It reads, "This semi-sentient wolf is the only one of its kind known. 		
CF | It especially enjoys sloppy meals." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Menagerie 		
CF | This attraction is lively and loud. You are in a red brick plaza in 		
CF | the middle of all the dangerous animal exhibits of the menagerie. 		
CF | 		
CF | To the west lies the Griffin Exhibit, to the east lies 		
CF | the Skull Scraper Sanctuary, and to the south is the Lupine 		
CF | Lair. You can also go up to the Abandoned Shrine and 		
CF | down from here is the Rawhead's Refuge. 		
CF | 		
CF | A large menu is posted on a sign here. 		
CF | 		
CF | Escape is to the north. 		
CF | 		
CF | Crust arrives from the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Abandoned Shrine Exits: D 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Abandoned Shrine 		
CF | This exhibit is made up to look like an abandoned shrine. There are so 		
CF | many places for something to hide. 		
CF | 		
CF | There is an informational sign here. 		
CF | 		
CF | The rest of the menagerie is down from here. 		
CF | 		
CF | A shadowy shrine beast prowls from hiding place to hiding place. 		
CF | 		
CF | Crust arrives from below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x beast" 		
CF ] Abandoned Shrine Exits: D 		
CF | > 		
CF | > X BEAST 		
CF | 		
CF | It's hard to see it, but it looks like a black panther, only...larger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign" 		
CF ] Abandoned Shrine Exits: D 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | It reads, "The shrine beast is a legendary creature with sightings 		
CF | dating back to the Edo period in Japan. It prefers bloody, but not 		
CF | raw, food." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Menagerie 		
CF | This attraction is lively and loud. You are in a red brick plaza in 		
CF | the middle of all the dangerous animal exhibits of the menagerie. 		
CF | 		
CF | To the west lies the Griffin Exhibit, to the east lies 		
CF | the Skull Scraper Sanctuary, and to the south is the Lupine 		
CF | Lair. You can also go up to the Abandoned Shrine and 		
CF | down from here is the Rawhead's Refuge. 		
CF | 		
CF | A large menu is posted on a sign here. 		
CF | 		
CF | Escape is to the north. 		
CF | 		
CF | Crust arrives from above. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Rawhead's Refuge Exits: U 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Rawhead's Refuge 		
CF | This is a dark burrow with shadows everywhere. You'll have to be 		
CF | careful down here. 		
CF | 		
CF | There is an informational sign here. 		
CF | 		
CF | The rest of the menagerie is up from here. 		
CF | 		
CF | The rawhead lurks in a corner here. 		
CF | 		
CF | Crust arrives from above. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rawhead" 		
CF ] Rawhead's Refuge Exits: U 		
CF | > 		
CF | > X RAWHEAD 		
CF | 		
CF | The rawhead lurks in the corner. What seem to be glistening red sinews 		
CF | constitute its skin. Although it might just be a bald bear. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shadows" 		
CF ] Rawhead's Refuge Exits: U 		
CF | > 		
CF | > X SHADOWS 		
CF | 		
CF | The perfect hiding place for a killer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign" 		
CF ] Rawhead's Refuge Exits: U 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | It reads, "The rawhead is best not described in detail. It loves raw 		
CF | things." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask crust about rawhead" 		
CF ] Rawhead's Refuge Exits: U 		
CF | > 		
CF | > ASK CRUST ABOUT RAWHEAD 		
CF | 		
CF | Crust says, "They have a skin condition, that one. Poor little thing. 		
CF | Wish I could do more for it." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask crust about top hat" 		
CF ] Rawhead's Refuge Exits: U 		
CF | > 		
CF | > ASK CRUST ABOUT TOP HAT 		
CF | 		
CF | You can only ASK someone about an important thing or person you've 		
CF | seen. For instance, you could ASK Crust ABOUT the Devil's Food Tower, 		
CF | the dollhouse, or Crust. 		
CF | 		
CF | > 		DavidW says, "I think I'll skip this puzzle for now and keep exploring."
		Karona says, "Works for me"
		DavidW says, "There may be a way to cheat that we haven't discovered yet."
		Karona nods.
		DavidW says, "Like, maybe that missing monkey can help us."
DavidW says (to ClubFloyd), "n" 		
CF ] Rawhead's Refuge Exits: U 		
CF | > 		
CF | > N 		
CF | 		
CF | There's no opening that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Menagerie Exits: NSEWUD 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Menagerie 		
CF | This attraction is lively and loud. You are in a red brick plaza in 		
CF | the middle of all the dangerous animal exhibits of the menagerie. 		
CF | 		
CF | To the west lies the Griffin Exhibit, to the east lies 		
CF | the Skull Scraper Sanctuary, and to the south is the Lupine 		
CF | Lair. You can also go up to the Abandoned Shrine and 		
CF | down from here is the Rawhead's Refuge. 		
CF | 		
CF | A large menu is posted on a sign here. 		
CF | 		
CF | Escape is to the north. 		
CF | 		
CF | Crust arrives from below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x token" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > X TOKEN 		
CF | 		
CF | This token is good for one item from the Prowling Promenade food 		
CF | carts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Melancholy Mall 		
CF | You are standing in the main thoroughfare for Grooverland. Park-goers 		
CF | wearing masks and carrying cricket bats pass all around you, and you 		
CF | see quite a few children holding jelly-covered ice cream cones. 		
CF | 		
CF | A sign to the north says "Sugar Plum Snack Bar". 		
CF | 		
CF | A sign to the south is labeled "Painful Purchases Gift Shop". 		
CF | Underneath the name is a tagline: "All Magic Has a Price". 		
CF | 		
CF | You can return to the Welcome Booth to the west or continue 		
CF | east to the Prowling Promenade. 		
CF | 		
CF | David is contemplating the various attractions and people in the park 		
CF | with wide eyes. He's holding his favorite plush chimera. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sugar Plum Snack Bar 		
CF | This snack shop is one of the highest-rated attractions at the park, 		
CF | according to your sister. 		
CF | 		
CF | A harried-looking snack attendant stands at the register dispensing 		
CF | drinks out to ticket-holders. 		
CF | 		
CF | A mighty confectionery castle cake rises here, wider than a wedding 		
CF | cake. Each piece is made of a different substance in various layers. 		
CF | The uppermost layer of the cake is the Marshmallow Library, which 		
CF | seems to consist entirely of marshmallow. A little sign nearby says 		
CF | "For Lily". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give ticket" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > GIVE TICKET 		
CF | 		
CF | "Thank you," says the attendant mechanically as she snatches your 		
CF | ticket and hands you a glass of milk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drink milk" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > DRINK MILK 		
CF | 		
CF | Nice and cold. That was very refreshing! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat library" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > EAT LIBRARY 		
CF | 		
CF | The library is sticky, so sticky it drapes over your fingers and 		
CF | hands. You have to snatch at it, gobble up pile after pile of 		
CF | marshmallow. Now you can reach the Cheesecake Guardhouse. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x guardhouse" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > X GUARDHOUSE 		
CF | 		
CF | This, the center of the cake, is composed of every imaginable flavor 		
CF | of cheesecake. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat it" 		
CF ] Sugar Plum Snack Bar Exits: S 		
CF | > 		
CF | > EAT IT 		
CF | 		
CF | Your mouth is too dry to eat more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Melancholy Mall 		
CF | You are standing in the main thoroughfare for Grooverland. Park-goers 		
CF | wearing masks and carrying cricket bats pass all around you, and you 		
CF | see quite a few children holding jelly-covered ice cream cones. 		
CF | 		
CF | A sign to the north says "Sugar Plum Snack Bar". 		
CF | 		
CF | A sign to the south is labeled "Painful Purchases Gift Shop". 		
CF | Underneath the name is a tagline: "All Magic Has a Price". 		
CF | 		
CF | You can return to the Welcome Booth to the west or continue 		
CF | east to the Prowling Promenade. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | David is contemplating the various attractions and people in the park 		
CF | with wide eyes. He's holding his favorite plush chimera. 		
CF | 		
CF | David starts going to the east, but sees something that makes him turn 		
CF | around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look east" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > LOOK EAST 		
CF | 		
CF | Unfortunately, you missed school on the day they taught you to look in 		
CF | specific directions. 		
CF | 		
CF | > 		DavidW says, "pfft"
		Karona exclaims, "Silly!"
		DavidW says, "The game understands my command and decided, nah, not doing that."
DavidW says (to ClubFloyd), "e" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Mechanical Marvels 		
CF | This part of the park is blocked off by a maintenance crew working on 		
CF | what looks like a clogged pipe. Some of the park goers try to go past, 		
CF | but the crew turn them back to the west. 		
CF | 		
CF | A chief engineer is supervising the maintenance crew. 		
CF | 		
CF | Your dad is here, looking at the maintenance crew with a concerned 		
CF | expression. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pipe" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > X PIPE 		
CF | 		
CF | There is a large pipe sticking out of the ground at an angle in the 		
CF | middle of a dry fountain. It looks like there's some kind of fungus 		
CF | growing deep inside. It's big, but not big enough for a grownup to fit 		
CF | inside. It look like it's turned off. 		
CF | 		
CF | > 		Roger says, "cheat by enhancing the foodstuffs umami"
		DavidW asks, "Fungus, eh? Could the truffle pig eat that?"
DavidW says (to ClubFloyd), "x fungus" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > X FUNGUS 		
CF | 		
CF | There's definitely something growing in there. Looks like a red fungus 		
CF | you saw in biology class. They said it was edible, but you wouldn't 		
CF | eat it! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to engineer" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > TALK TO ENGINEER 		
CF | 		
CF | "I'm sorry, miss, about your big day and all. Turns out we've had a 		
CF | problem with a clogged pipe. There's some kind of fungus growing in 		
CF | that blocked it up. We've turned off the water, but the pipe is too 		
CF | small for us to fit in to clear the blockage," says the chief 		
CF | engineer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to dad" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > TALK TO DAD 		
CF | 		
CF | "I talked to the maintenance crew. They say they can't let anyone 		
CF | through unless they can clear out the fungus in the pipe," he says. 		
CF | 		
CF | > 		DavidW says, "I'm gonna try to borrow the pig"
DavidW says (to ClubFloyd), "w" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | David is contemplating the various attractions and people in the park 		
CF | with wide eyes. He's holding his favorite plush chimera. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > N 		
CF | 		
CF | "Queen coming through!" shouts someone in the crowd, and the petting 		
CF | zoo slowly clears out. 		
CF | 		
CF | Petting Zoo 		
CF | This homey-looking area surrounded by a gleaming chrome fence has 		
CF | several soft animals (and, in one case, squishy) for you to pet or 		
CF | feed. A gleaming chrome food table provides snacks for the animals: a 		
CF | lettuce tray, a crate of mushrooms, and a plate of bratwursts. 		
CF | 		
CF | A placid and professional zookeeper stands watch over the animals. 		
CF | 		
CF | A racing slug is oozing around here. 		
CF | 		
CF | A truffle pig is sniffing around the petting zoo. 		
CF | 		
CF | A tailypo is stalking back and forth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask zookeeper about pipe" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER ABOUT PIPE 		
CF | 		
CF | "Sorry, Lily, but we have problems with fungus in the pipes this time 		
CF | of year," says the zookeeper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask zookeeper for pig" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > ASK ZOOKEEPER FOR PIG 		
CF | 		
CF | (the zookeeper first taking the truffle pig) 		
CF | You can TALK TO the zookeeper or ASK the zookeeper ABOUT something 		
CF | you've seen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take pig" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > TAKE PIG 		
CF | 		
CF | In this game, it will never be necessary to take other people, 		
CF | animatronics, or animals. [Footnote 1]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "footnote 1" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > FOOTNOTE 1 		
CF | 		
CF | If you want a game that involves taking people, try The Origin of 		
CF | Madame Time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take cap" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > TAKE CAP 		
CF | 		
CF | You grab the mushroom cap. 		
CF | 		
CF | The pig grunts in interest, looking at the mushroom cap. It starts 		
CF | following you around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > S 		
CF | 		
CF | The zookeeper says, "Be careful! These pets are gentle, but they'll 		
CF | follow you anywhere for that food. Make sure they get back safely!" 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | The sausage seller looks amused by the truffle pig following you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Mechanical Marvels 		
CF | This part of the park is blocked off by a maintenance crew working on 		
CF | what looks like a clogged pipe. Some of the park goers try to go past, 		
CF | but the crew turn them back to the west. 		
CF | 		
CF | A chief engineer is supervising the maintenance crew. 		
CF | 		
CF | Your dad is here, looking at the maintenance crew with a concerned 		
CF | expression. 		
CF | 		
CF | The chief engineer looks at the truffle pig and says, "Lovely litter 		
CF | critter, isn't it?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pig" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > X PIG 		
CF | 		
CF | Well, it's called a truffle pig, but it looks like a regular pig. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put cap in pipe" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > PUT CAP IN PIPE 		
CF | 		
CF | The pig watches as you toss the mushroom cap into the clogged pipe. At 		
CF | first, it looks shocked, but as it gets closer to the pipe, it sniffs, 		
CF | intrigued. 		
CF | 		
CF | It climbs into the fungus-filled pipe while the maintenance crew stare 		
CF | in surprise. After a minute or two of munching noises, the pig emerges 		
CF | from a now-empty pipe and trots away to the petting zoo. 		
CF | 		
CF | The engineer says, "Let 'er rip, boys!" They turn the wheel, and water 		
CF | gushes out of the pipe, turning the fountain back on. 		
CF | 		
CF | "Thanks, kid, you're one in a million," says the engineer as he and 		
CF | his crew pack up and go. 		
CF | 		
CF | The rest of the park is now open! 		
CF | 		
CF | "Well, Lily, I'm headed off to try out some rides. See you later!" 		
CF | says your dad before he walks away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > L 		
CF | 		
CF | Mechanical Marvels 		
CF | The air here is split with sounds of screams and clanks from the 		
CF | nearby attractions. Some of the park-goers pass by quickly to more 		
CF | quiet areas to the west, while others run eagerly into the 		
CF | attractions and to the Spooky Sideshow to the east. 		
CF | 		
CF | To the north is a towering facade that has the words 		
CF | Serpent Slide at the top in bright red paint. 		
CF | 		
CF | To the south is a dark black box-shaped structure with the 		
CF | words Midnight Laserfight inscribed on it in silver. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fountain" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > X FOUNTAIN 		
CF | 		
CF | The fountain has now been repaired. Water flows freely from the 		
CF | fountain. 		
CF | 		
CF | Your dad wanders back into view. He sees you and waves. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hug dad" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > HUG DAD 		
CF | 		
CF | Kissing is for princesses or frogs, not queens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drink water" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > DRINK WATER 		
CF | 		
CF | You can't touch the free flowing water. That is too far away! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in fountain" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > LOOK IN FOUNTAIN 		
CF | 		
CF | The fountain is empty. 		
CF | 		
CF | > 		DavidW says, "I guess no ticket-free drinks from the fountain."
DavidW says (to ClubFloyd), "n" 		
CF ] Serpent Slide Exits: S D 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Serpent Slide 		
CF | This room contains a square pyramid-shaped ramp that leads to a giant 		
CF | opening shaped like the mouth of a huge, feathered serpent. Inside the 		
CF | opening is a bright red slide going down. 		
CF | 		
CF | You can leave to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x serpent" 		
CF ] Serpent Slide Exits: S D 		
CF | > 		
CF | > X SERPENT 		
CF | 		
CF | The slide is spongy and soft. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mouth" 		
CF ] Serpent Slide Exits: S D 		
CF | > 		
CF | > X MOUTH 		
CF | 		
CF | The slide is spongy and soft. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Ribcage Exits: U D 		
CF | > 		
CF | > D 		
CF | 		
CF | You ride down the slide until it comes to its first stop. 		
CF | 		
CF | Ribcage 		
CF | This large cylindrical room is constructed from mottled rubber webbing 		
CF | stretched between plastic ribs. The webbing pulses in and out to the 		
CF | hiss of hidden machinery. 		
CF | 		
CF | The way the ribs pulse in and out is fascinating, although they seem 		
CF | misshapen. 		
CF | 		
CF | You can try climbing back up or continue sliding down. 		
CF | 		
CF | > 		DavidW says, "oh geez. I recognize what this slide is based on."
		Karona asks, "Oh?"
		DavidW says, "You're swallowed by a serpent god who swallowed the sun."
DavidW says (to ClubFloyd), "x ribs" 		
CF ] Ribcage Exits: U D 		
CF | > 		
CF | > X RIBS 		
CF | 		
CF | The ribs are spaced evenly around the room, supporting the webbing. 		
CF | One unusual rib sticks out to you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rib" 		
CF ] Ribcage Exits: U D 		
CF | > 		
CF | > TAKE RIB 		
CF | 		
CF | The rib shifts under your weight. You push again and it comes off in 		
CF | your hand. This isn't a rib at all! It's a plastic beam that says 		
CF | "HYDRAULICS". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x webbing" 		
CF ] Ribcage Exits: U D 		
CF | > 		
CF | > X WEBBING 		
CF | 		
CF | This rubbery webbing is stretched between the plastic bones. It is 		
CF | emblazoned with foreign script lightly carved into the rubber. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read webbing" 		
CF ] Ribcage Exits: U D 		
CF | > 		
CF | > READ WEBBING 		
CF | 		
CF | This rubbery webbing is stretched between the plastic bones. It is 		
CF | emblazoned with foreign script lightly carved into the rubber. 		
CF | 		
CF | > 		DavidW says, "In the game, we lit a femur into a torch."
DavidW says (to ClubFloyd), "d" 		
CF ] Stomach Exits: N U 		
CF | > 		
CF | > D 		
CF | 		
CF | You ride down the slide again to the second stop. 		
CF | 		
CF | Stomach 		
CF | You stand on the shore of a shallow lake lit underneath by some sort 		
CF | of yellow source. Mist is pumped over the water from the edges of the 		
CF | lake. To the north, beyond the lake, is a glowing room. You can 		
CF | climb back up the slide, too. 		
CF | 		
CF | A plastic skeleton lies partially in the lake. 		
CF | 		
CF | > 		DavidW says, "yes, in the game, talking to the skeleton created a bridge."
		Karona exclaims, "Cool!"
DavidW says (to ClubFloyd), "x skeleton" 		
CF ] Stomach Exits: N U 		
CF | > 		
CF | > X SKELETON 		
CF | 		
CF | One of the skeleton's arms seems positioned like a lever. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull arm" 		
CF ] Stomach Exits: N U 		
CF | > 		
CF | > PULL ARM 		
CF | 		
CF | A bridge to the north rises out of the water made of plastic 		
CF | bones and rubber body parts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lake" 		
CF ] Stomach Exits: N U 		
CF | > 		
CF | > X LAKE 		
CF | 		
CF | The water looks nasty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Sunroom Exits: S 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sunroom 		
CF | You can leave to the south. This is a large round room made of 		
CF | orange plastic. In the center is a pedestal. 		
CF | 		
CF | On the pedestal is a sun orb. 		
CF | 		
CF | As you enter the Sunroom, though, a monkey crawls out from behind the 		
CF | pedestal and snatches the sun orb. It leaps around the room, keeping 		
CF | the orb away from you! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x monkey" 		
CF ] Sunroom Exits: S 		
CF | > 		
CF | > X MONKEY 		
CF | 		
CF | The monkey is lanky and hairy. He has some fresh scratches on him. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet monkey" 		
CF ] Sunroom Exits: S 		
CF | > 		
CF | > PET MONKEY 		
CF | 		
CF | You can't touch the monkey. He is too far away! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to monkey" 		
CF ] Sunroom Exits: S 		
CF | > 		
CF | > TALK TO MONKEY 		
CF | 		
CF | The monkey shakes its fist at you and chatters angrily. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x orb" 		
CF ] Sunroom Exits: S 		
CF | > 		
CF | > X ORB 		
CF | 		
CF | It is a clear orb wrapped in a plastic frame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pedestal" 		
CF ] Sunroom Exits: S 		
CF | > 		
CF | > X PEDESTAL 		
CF | 		
CF | This is a simple plastic pedestal fixed to the ground. 		
CF | 		
CF | > 		DavidW says, "hm. It's not like we can give him a banana."
		Karona exclaims, "Ha!"
Karona says (to ClubFloyd), "i" 		
CF ] Sunroom Exits: S 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a plastic beam 		
CF | five food tokens 		
CF | a winding key 		
CF | a safety whistle (being worn) 		
CF | a flier 		
CF | 		
CF | > 		DavidW says, "I suppose we could talk to the zookeeper about the monkey. Maybe tell her we've seen it."
		Karona says, "That sounds promising"
DavidW says (to ClubFloyd), "s" 		
CF ] Stomach Exits: N U 		
CF | > 		
CF | > S 		
CF | 		
CF | The monkey chatters and shakes its fist at you as you leave. 		
CF | 		
CF | Stomach 		
CF | You stand on the shore of a shallow lake lit underneath by some sort 		
CF | of yellow source. Mist is pumped over the water from the edges of the 		
CF | lake. To the north, beyond the lake, is a glowing room. You can 		
CF | climb back up the slide, too 		
CF | 		
CF | A bridge of bones and body parts (plastic, of course) leads north. 		
CF | 		
CF | A plastic skeleton lies partially in the lake. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Ribcage Exits: U D 		
CF | > 		
CF | > U 		
CF | 		
CF | You carefully climb back up the slide. 		
CF | 		
CF | Ribcage 		
CF | This large cylindrical room is constructed from mottled rubber webbing 		
CF | stretched between plastic ribs. The webbing pulses in and out to the 		
CF | hiss of hidden machinery. 		
CF | 		
CF | The way the ribs pulse in and out is fascinating. 		
CF | 		
CF | You can try climbing back up or continue sliding down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Serpent Slide Exits: S D 		
CF | > 		
CF | > U 		
CF | 		
CF | You carefully climb back up the slide. 		
CF | 		
CF | Serpent Slide 		
CF | This room contains a square pyramid-shaped ramp that leads to a giant 		
CF | opening shaped like the mouth of a huge, feathered serpent. Inside the 		
CF | opening is a bright red slide going down. 		
CF | 		
CF | You can leave to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Mechanical Marvels 		
CF | The air here is split with sounds of screams and clanks from the 		
CF | nearby attractions. Some of the park-goers pass by quickly to more 		
CF | quiet areas to the west, while others run eagerly into the 		
CF | attractions and to the Spooky Sideshow to the east. 		
CF | 		
CF | To the north is a towering facade that has the words 		
CF | Serpent Slide at the top in bright red paint. 		
CF | 		
CF | To the south is a dark black box-shaped structure with the 		
CF | words Midnight Laserfight inscribed on it in silver. 		
CF | 		
CF | Dad is standing around, relaxing and occasionally looking at his map. 		
CF | 		
CF | Your brother David wanders over from the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > N 		
CF | 		
CF | "Queen coming through!" shouts someone in the crowd, and the petting 		
CF | zoo slowly clears out. 		
CF | 		
CF | Petting Zoo 		
CF | This homey-looking area surrounded by a gleaming chrome fence has 		
CF | several soft animals (and, in one case, squishy) for you to pet or 		
CF | feed. A gleaming chrome food table provides snacks for the animals: a 		
CF | lettuce tray, a crate of mushrooms, and a plate of bratwursts. 		
CF | 		
CF | A truffle pig is sniffing around the petting zoo. It looks very full. 		
CF | 		
CF | A placid and professional zookeeper stands watch over the animals. 		
CF | 		
CF | A racing slug is oozing around here. 		
CF | 		
CF | A tailypo is stalking back and forth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tell zookeeper about monkey" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > TELL ZOOKEEPER ABOUT MONKEY 		
CF | 		
CF | "So that's where the monkey went! Naughty little thing. Thanks for 		
CF | letting me know. He's done it before, and he always comes back after a 		
CF | day or two, so don't worry too much about it," says the zookeeper. "At 		
CF | least he'll stop fighting with the tailypo." 		
CF | 		
CF | > 		DavidW says, "oh."
DavidW says (to ClubFloyd), "take limp" 		
CF ] Petting Zoo Exits: S 		
CF | > 		
CF | > TAKE LIMP 		
CF | 		
CF | You grab the limp bratwurst. 		
CF | 		
CF | The tailypo smells the bratwurst and scrabbles towards you, knocking 		
CF | the other animals out of the way. It seems the tailypo won't let any 		
CF | other creature get its bratwurst! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > S 		
CF | 		
CF | The zookeeper says, "Be careful! These pets are gentle, but they'll 		
CF | follow you anywhere for that food. Make sure they get back safely!" 		
CF | 		
CF | Prowling Promenade 		
CF | The crowd is more or less divided here, with younger kids and families 		
CF | headed west to the Melancholy Mall and more adventurous teens 		
CF | and adults headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | David is contemplating the various attractions and people in the park 		
CF | with wide eyes. He's holding his favorite plush chimera. 		
CF | 		
CF | The ceviche chef watches you and the tailypo silently. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Mechanical Marvels 		
CF | The air here is split with sounds of screams and clanks from the 		
CF | nearby attractions. Some of the park-goers pass by quickly to more 		
CF | quiet areas to the west, while others run eagerly into the 		
CF | attractions and to the Spooky Sideshow to the east. 		
CF | 		
CF | To the north is a towering facade that has the words 		
CF | Serpent Slide at the top in bright red paint. 		
CF | 		
CF | To the south is a dark black box-shaped structure with the 		
CF | words Midnight Laserfight inscribed on it in silver. 		
CF | 		
CF | Dad is standing around, relaxing and occasionally looking at his map. 		
CF | 		
CF | Dad is so absorbed in his map he doesn't even notice the tailypo 		
CF | behind you. 		
CF | 		
CF | Your brother David wanders over from the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Serpent Slide Exits: S D 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Serpent Slide 		
CF | This room contains a square pyramid-shaped ramp that leads to a giant 		
CF | opening shaped like the mouth of a huge, feathered serpent. Inside the 		
CF | opening is a bright red slide going down. 		
CF | 		
CF | You can leave to the south. 		
CF | 		
CF | The tailypo follows you to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Ribcage Exits: U D 		
CF | > 		
CF | > D 		
CF | 		
CF | You ride down the slide until it comes to its first stop. The tailypo 		
CF | slides down as well. 		
CF | 		
CF | Ribcage 		
CF | This large cylindrical room is constructed from mottled rubber webbing 		
CF | stretched between plastic ribs. The webbing pulses in and out to the 		
CF | hiss of hidden machinery. 		
CF | 		
CF | The way the ribs pulse in and out is fascinating. 		
CF | 		
CF | You can try climbing back up or continue sliding down. 		
CF | 		
CF | The tailypo follows you downwards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Stomach Exits: N U 		
CF | > 		
CF | > D 		
CF | 		
CF | You ride down the slide again to the second stop. The tailypo slides 		
CF | down as well. 		
CF | 		
CF | Stomach 		
CF | You stand on the shore of a shallow lake lit underneath by some sort 		
CF | of yellow source. Mist is pumped over the water from the edges of the 		
CF | lake. To the north, beyond the lake, is a glowing room. You can 		
CF | climb back up the slide, too 		
CF | 		
CF | A bridge of bones and body parts (plastic, of course) leads north. 		
CF | 		
CF | A plastic skeleton lies partially in the lake. 		
CF | 		
CF | The tailypo looks at the glowing room with excitement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sunroom 		
CF | You can leave to the south. This is a large round room made of 		
CF | orange plastic. In the center is a pedestal. 		
CF | 		
CF | A mischievous monkey has the sun orb! 		
CF | 		
CF | The tailypo follows you to the north. 		
CF | 		
CF | When the tailypo sees the monkey, it hisses loudly and launches itself 		
CF | forward. The monkey shrieks in terror and drops the sun orb. 		
CF | 		
CF | The two animals roll around, hissing and shrieking. Finally, the 		
CF | monkey pushes a catch in the floor and a trapdoor springs open. 		
CF | 		
CF | Unfortunately, the trapdoor is right where you were standing. You, the 		
CF | tailypo, and the sun orb fall into the bowels of the serpent while the 		
CF | monkey screeches in triumph. 		
CF | 		
CF | Bowels 		
CF | This doesn't feel normal. Everything is dark down here, and no one is 		
CF | around. Strange sounds echo down unseen halls. 		
CF | 		
CF | The tailypo scampers away into the hallways, leaving you alone. The 		
CF | sun orb rolls to a stop on the ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take orb" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > TAKE ORB 		
CF | 		
CF | As you take the sun orb, you feel dizzy. It feels like the whole park 		
CF | is spinning around you. From outside, you can hear harsh voices in the 		
CF | street. For a moment, you think you can hear your brother David 		
CF | calling out, but then everything is quiet. 		
CF | 		
CF | Something about Grooverland has changed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > L 		
CF | 		
CF | Bowels 		
CF | This doesn't feel normal. Everything is dark down here, and no one is 		
CF | around. Strange sounds echo down unseen halls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rub orb" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > RUB ORB 		
CF | 		
CF | You promised your school custodian that you wouldn't clean or rub 		
CF | things anymore. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x turn on orb" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > X TURN ON ORB 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a sun orb 		
CF | a limp bratwurst 		
CF | a plastic beam 		
CF | five food tokens 		
CF | a winding key 		
CF | a safety whistle (being worn) 		
CF | a flier 		
CF | 		
CF | > 		DavidW asks, "Blow the whistle?"
DavidW says (to ClubFloyd), "d" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > D 		
CF | 		
CF | There's no opening that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x floor" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > X FLOOR 		
CF | 		
CF | The walls, floors and unseen halls are not something you can see or 		
CF | feel clearly. It's just dark and confusing here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > U 		
CF | 		
CF | There's no opening that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x beam" 		
CF ] Bowels Exits:none 		
CF | > 		
CF | > X BEAM 		
CF | 		
CF | This is a long shaft made of plastic. It says "HYDRAULICS" on it in 		
CF | large letters. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow whistle" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > BLOW WHISTLE 		
CF | 		
CF | The whistle pierces through the darkness like a knife. 		
CF | 		
CF | You hear barking in the distance. After a minute or two, Toby arrives 		
CF | and wags his tail at you, then turns and starts walking slowly. You 		
CF | follow Toby until you arrive back at the Welcome Booth. 		
CF | 		
CF | Welcome Booth 		
CF | Grooverland is surrounded by a plastic castle wall pierced by two tall 		
CF | gates to the east, one red and one white. A rather frightening 		
CF | crowd of people in realistic monster costumes flows in and out of them 		
CF | and you can hear screams from inside. 		
CF | 		
CF | David's plush chimera is on the ground. He must have left it here, but 		
CF | why? 		
CF | 		
CF | In between the two gates is a Welcome Booth with a kindly-looking gate 		
CF | guard standing inside. 		
CF | 		
CF | Toby waits patiently here for the next time you'll need him. 		
CF | 		
CF | As you walk into the street, a group of figures covered in red robes 		
CF | passes by you. One bumps heavily into you. The figure turns and 		
CF | snarls, then walks away, disappearing into the crowd. The unsettling 		
CF | thing is, it almost looked like it had a snout! 		
CF | 		
CF | In fact, it looks like a lot more of the crowd in Grooverland is 		
CF | wearing costumes now. Very realistic ones. 		
CF | 		
CF | > 		Karona asks, "Why not?"
DavidW says (to ClubFloyd), "x crowd" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > X CROWD 		
CF | 		
CF | For some reason, you don't see any zippers or seams in the costumes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x guard" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > X GUARD 		
CF | 		
CF | This elderly man has a gleaming bald head and a sharp, witty grin. He 		
CF | sits in his booth and wears a paisley vest and a badge saying "Ask me 		
CF | anything--Wade." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about serpent slide" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT SERPENT SLIDE 		
CF | 		
CF | "The Serpent Slide is fun," he says, "even for an old man like me. Has 		
CF | a bumpy ending, though. I wouldn't go in unless you know a way out!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about ticket" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT TICKET 		
CF | 		
CF | "I think you have to give that to the snack attendant," says the gate 		
CF | guard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about pig" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT PIG 		
CF | 		
CF | "Crust would know more about that than me," says the gate guard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about orb" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT ORB 		
CF | 		
CF | He says, "It was traditional for kings of old in some cultures to hold 		
CF | an orb that siginified the earth being in the rulers' hands. But this 		
CF | orb represents the sun." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about bar" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT BAR 		
CF | 		
CF | He says, "Oh, I love the snack bar. I heard they made a huge cake for 		
CF | you, there." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a sun orb 		
CF | a limp bratwurst 		
CF | a plastic beam 		
CF | five food tokens 		
CF | a winding key 		
CF | a safety whistle (being worn) 		
CF | a flier 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about winding key" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT WINDING KEY 		
CF | 		
CF | He looks closely. "That looks like something you'd use to wind up an 		
CF | old device. Like a clock, or a music player, or a monkey." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about beam" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT BEAM 		
CF | 		
CF | "Well, you found something I honestly don't know much about," says the 		
CF | gate guard, puzzled. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask wade about bratwurst" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > ASK WADE ABOUT BRATWURST 		
CF | 		
CF | (the limp bratwurst) 		
CF | "I'm not really interested in the animals' food," says the gate guard. 		
CF | 		
CF | > 		DavidW says, "I suppose we should check out the Midnight Laserfight next."
		Karona exclaims, "Count me in!"
		DavidW says, "Which must be based on 'Midnight. Swordfight.'"
DavidW says (to ClubFloyd), "e" 		
CF ] Melancholy Mall Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Melancholy Mall 		
CF | You are standing in the main thoroughfare for Grooverland. Park-goers 		
CF | wearing monstrous costumes and carrying authentic-looking weapons 		
CF | (including swords and pitchforks) pass all around you, getting 		
CF | uncomfortably close at times. 		
CF | 		
CF | A sign to the north says "Sugar Plum Snack Bar". 		
CF | 		
CF | A sign to the south is labeled "Painful Purchases Gift Shop". 		
CF | Underneath the name is a tagline: "All Magic Has a Price". 		
CF | 		
CF | You can return to the Welcome Booth to the west or continue 		
CF | east to the Prowling Promenade. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Prowling Promenade Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Prowling Promenade 		
CF | The costumed crowd is more or less divided here, with goblins and 		
CF | elves headed west to the Melancholy Mall and ogres and ghouls 		
CF | headed east to Mechanical Marvels. 		
CF | 		
CF | A sign to the north proclaims "Cragne Meatpacking Presents: 		
CF | Petting Zoo". Some graffiti applied to the sign proclaims, "TOBY 		
CF | KNOWS." 		
CF | 		
CF | A sign to the south says "The Queen's Menagerie". You've heard 		
CF | this is where more dangerous animals are displayed. 		
CF | 		
CF | There are three food sellers here: a sausage seller, a ceviche chef, 		
CF | and a jelly man, each with their own menu and cart. But something 		
CF | about the food they're selling seems weird. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Mechanical Marvels 		
CF | The air here is split with sounds of screams and clanks from the 		
CF | nearby attractions. Some of the robed crowd scurries to the 		
CF | west, while others trot east to the Spooky Sideshow. 		
CF | 		
CF | To the north is a towering facade that has the words 		
CF | Serpent Slide at the top in bright red paint. 		
CF | 		
CF | To the south is a dark black box-shaped structure with the 		
CF | words Midnight Laserfight inscribed on it in silver. 		
CF | 		
CF | Dad is standing around, relaxing and occasionally looking at his map. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > S 		
CF | 		
CF | You're stopped on the way in. "Oh, there's our birthday girl!" says an 		
CF | attendant, beaming at you. "We have a special treat for you. You're 		
CF | just a little too young to compete in the laserfights, but you get to 		
CF | operate the controls of our Midnight Laserfight set!" 		
CF | 		
CF | She walks you over to a control panel off-stage. She says, "It's a 		
CF | little complicated, but basically, you control the set with this. The 		
CF | players are in exploration phase right now. Turn the knob or pull the 		
CF | lever to help them find new rooms, use the crane to take and drop 		
CF | weapons and armor for the players, then push the duel button to start 		
CF | the actual fight." 		
CF | 		
CF | She looks closer at the control panel. "Dang it, Brad! I told him not 		
CF | to mess with the panel. It looks like the lever is missing again. He 		
CF | likes to hide it around the park. I'm going to go tell my manager. 		
CF | Have fun here, though!" she says, and she walks away. 		
CF | 		
CF | Ballroom 		
CF | You are on a soundstage filled with plastic mannequins in dance 		
CF | positions. A plastic chandelier hangs from above. The back of the 		
CF | stage is painted with a grand staircase. 		
CF | 		
CF | It takes you a while to figure it out, but it looks like there are two 		
CF | teams: the vicomtes, wielding some red laserpistols and are wearing 		
CF | some red motley, and the countesses, wielding some white laserpistols 		
CF | and are wearing some white motley. 		
CF | 		
CF | Over everything are cranes you can use to TAKE things from or GIVE 		
CF | things to the people below. The wall has a knob labelled "DIRECTION" 		
CF | that can be turned clockwise (cw) or counterclockwise (cc) and a 		
CF | button labelled "DUEL" that can be pushed. There is a hole that looks 		
CF | like it could fit a lever if you had one. It's labelled "HYDRAULICS". 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Grand Staircase 		
CF | (available by PUSHing the hydraulics lever), Well (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | You can leave to the north. 		
CF | 		
CF | > 		Karona exclaims, "Hydraulics!"
		Knight_Otu says, "I just want to quickly apologize for being a no-show today. Not in the mood for playing either, I'm afraid."
		Karona says, "Kight, it happens"
		Karona says, "Knight, even"
		DavidW says, "hi Knight"
		Knight_Otu says, "Yeah, it happens, but still sucks."
		Knight_Otu exclaims, "I'll leave you to the game. Stay safe, everyone!"
DavidW says (to ClubFloyd), "put beam in hole" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > PUT BEAM IN HOLE 		
CF | 		
CF | You slide the hydraulics lever into the hole. It fits perfectly! Now 		
CF | everything should work just fine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x red" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X RED 		
CF | 		
CF | Which do you mean, the 1) red motley or the 2) red laserpistols? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "motley" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > MOTLEY 		
CF | 		
CF | This outfit is filled with bells, and makes people act silly. 		
CF | 		
CF | You can TAKE and GIVE them (the cranes will move them automatically). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x people" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X PEOPLE 		
CF | 		
CF | You can't use multiple objects with that verb. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x viomtes" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X VIOMTES 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x vicomtes" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X VICOMTES 		
CF | 		
CF | This group of people are so wild and diverse they are impossible to 		
CF | describe. Your sister Alice might say they have a look that "inspires 		
CF | passion", but that's just Alice. They are carrying some red 		
CF | laserpistols and wearing some red motley. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x countesses" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X COUNTESSES 		
CF | 		
CF | These masked and dangerous women wear outrageous gowns. They are 		
CF | carrying some white laserpistols and wearing some white motley. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chandelier" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X CHANDELIER 		
CF | 		
CF | It looks pretty fancy for something fake. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x take" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X TAKE 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scene" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X SCENE 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Ballroom 		
CF | You are on a soundstage filled with plastic mannequins in dance 		
CF | positions. A plastic chandelier hangs from above. The back of the 		
CF | stage is painted with a grand staircase. 		
CF | 		
CF | It takes you a while to figure it out, but it looks like there are two 		
CF | teams: the vicomtes, wielding some red laserpistols and are wearing 		
CF | some red motley, and the countesses, wielding some white laserpistols 		
CF | and are wearing some white motley. 		
CF | 		
CF | Over everything are cranes you can use to TAKE things from or GIVE 		
CF | things to the people below. The wall has a lever labelled "HYDRAULICS" 		
CF | that can be pushed or pulled, a knob labelled "DIRECTION" that can be 		
CF | turned clockwise (cw) or counterclockwise (cc), and a button labelled 		
CF | "DUEL" that can be pushed. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Grand Staircase 		
CF | (available by PUSHing the hydraulics lever), Well (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | You can leave to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mannequin" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X MANNEQUIN 		
CF | 		
CF | These look sturdy, but not particularly attractive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cranes" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X CRANES 		
CF | 		
CF | These let you manipulate the weapons and other laserfight equipment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push lever" 		
CF ] Grand Staircase Exits: N 		
CF | > 		
CF | > PUSH LEVER 		
CF | 		
CF | The lever clanks back to neutral and the room shifts downward on a 		
CF | massive piston, lowering a new room down from above. 		
CF | 		
CF | Grand Staircase 		
CF | The soundstage is dominated by a monumental staircase covered in red 		
CF | carpet. 		
CF | 		
CF | You can see some laser cutlasses here. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Ballroom 		
CF | (available by PULLing the hydraulics lever), Black Salon (available by 		
CF | TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by 		
CF | pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take cutlasses" 		
CF ] Grand Staircase Exits: N 		
CF | > 		
CF | > TAKE CUTLASSES 		
CF | 		
CF | A crane comes down and takes all of the laser cutlasses. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cc" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > TURN KNOB CC 		
CF | 		
CF | The knob spins and the whole room rotates counterclockwise, revealing 		
CF | a new room! 		
CF | 		
CF | Black Salon 		
CF | Black crepe streamers hang from the ceiling and walls, and black shag 		
CF | carpeting covers the floor. Scarlet radiance slants through scarlet 		
CF | cellophane. An ebony box painted as a grandfather clock is set at one 		
CF | quarter to twelve. 		
CF | 		
CF | You can see some inflatable kielbasas here. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Cloak Room 		
CF | (available by PUSHing the hydraulics lever), Banquet Hall (available 		
CF | by PULLing the hydraulics lever), Grand Staircase (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
Karona says (to ClubFloyd), "x box" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | Eh. Could be better. It doesn't look much like a clock. 		
CF | 		
CF | > 		DavidW says, "I think the key could turn the clock to midnight."
DavidW says (to ClubFloyd), "x kielbases" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > X KIELBASES 		
CF | 		
CF | These are completely ineffective as weapons, but fun nevertheless. 		
CF | 		
CF | You can TAKE and GIVE them (the cranes will move them automatically). 		
CF | 		
CF | > 		Karona exclaims, "Oh!"
DavidW says (to ClubFloyd), "give kielbases" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > GIVE KIELBASES 		
CF | 		
CF | You'll have to pick who gets these. You can GIVE the inflatable 		
CF | kielbasas TO the Vicomtes or the Countesses. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give kielbases to countesses" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > GIVE KIELBASES TO COUNTESSES 		
CF | 		
CF | (first taking the inflatable kielbasas) 		
CF | A crane comes down and takes all of the inflatable kielbasas. 		
CF | 		
CF | The cranes come down, dropping the inflatable kielbasas. The 		
CF | countesses leap around excitedly and grab them, ready to fight, 		
CF | dropping their white laserpistols, which you grab. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cc" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > TURN KNOB CC 		
CF | 		
CF | There is a grinding of gears, but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x l" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > X L 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wind box with key" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > WIND BOX WITH KEY 		
CF | 		
CF | That doesn't need winding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock clock with key" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > UNLOCK CLOCK WITH KEY 		
CF | 		
CF | This isn't that kind of key. This is used for winding. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wind clock" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > WIND CLOCK 		
CF | 		
CF | You'd never be able to reach that, and it's made of paper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give key to vicomtes" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > GIVE KEY TO VICOMTES 		
CF | 		
CF | Somehow it doesn't seem like you should give the winding key to the 		
CF | vicomtes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push lever" 		
CF ] Cloak Room Exits: N 		
CF | > 		
CF | > PUSH LEVER 		
CF | 		
CF | The lever clanks back to neutral and the room shifts downward on a 		
CF | massive piston, lowering a new room down from above. 		
CF | 		
CF | Cloak Room 		
CF | Ornamental oversized overcoats hang from the ceiling, providing a maze 		
CF | for players to run through here. 		
CF | 		
CF | You can see some pig wings here. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Black Salon 		
CF | (available by PULLing the hydraulics lever) and Dueling Garden 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wings" 		
CF ] Cloak Room Exits: N 		
CF | > 		
CF | > X WINGS 		
CF | 		
CF | These pink canvas wings allow the players to get a lot more height. 		
CF | 		
CF | You can TAKE and GIVE them (the cranes will move them automatically). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give wings to vicomtes" 		
CF ] Cloak Room Exits: N 		
CF | > 		
CF | > GIVE WINGS TO VICOMTES 		
CF | 		
CF | (first taking the pig wings) 		
CF | A crane comes down and takes all of the pig wings. 		
CF | 		
CF | The cranes come down, dropping the pig wings. The vicomtes leap around 		
CF | excitedly and put on the new outfits after removing their red motley, 		
CF | which you grab. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push duel" 		
CF ] Dueling Garden Exits: N 		
CF | > 		
CF | > PUSH DUEL 		
CF | 		
CF | A wall closes over the Ballroom. A different wall, to the front, opens 		
CF | up, revealing the Dueling Garden. 		
CF | 		
CF | Dueling Garden 		
CF | You are standing before a long stretch of astroturf bordered by faux 		
CF | cypress trees. The backdrop is painted with a great, gurgling fountain 		
CF | and a palace with lit windows. 		
CF | 		
CF | In the center of the Garden is a small table with balloons and a sign 		
CF | saying "Welcome, Lily!" On the table is an open black box containing a 		
CF | gorgeous ring. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Cloak Room 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | It's time for the duel! The vicomtes pour out of one side and the 		
CF | countesses come out of the other, ready to fight. Chaos spreads across 		
CF | the stage. 		
CF | 		
CF | One of the countesses decides to do a barrel roll and smashes directly 		
CF | into the table, sending balloons, sign, and box flying. The ring box 		
CF | snaps closed and flies across the stage and out of sight. You hear a 		
CF | series of "clunks" as it bounces lower and lower below the stage. 		
CF | 		
CF | Everyone stops what they're doing, momentarily embarassed. It's a tie. 		
CF | 		
CF | > 		DavidW says, "I assume we need that ring."
DavidW says (to ClubFloyd), "undo" 		
CF ] Cloak Room Exits: N 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Cloak Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Cloak Room Exits: N 		
CF | > 		
CF | > L 		
CF | 		
CF | Cloak Room 		
CF | Ornamental oversized overcoats hang from the ceiling, providing a maze 		
CF | for players to run through here. 		
CF | 		
CF | It takes you a while to figure it out, but it looks like there are two 		
CF | teams: the vicomtes, wielding some red laserpistols and are wearing 		
CF | some pig wings, and the countesses, wielding some inflatable kielbasas 		
CF | and are wearing some white motley. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Black Salon 		
CF | (available by PULLing the hydraulics lever) and Dueling Garden 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | > 		Karona says, "Good call"
		DavidW says, "I'm very confused with the controls for this puzzle. I need to map it properly."
		Karona says, "TYT"
DavidW says (to ClubFloyd), "x coats" 		
CF ] Cloak Room Exits: N 		
CF | > 		
CF | > X COATS 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x overcoats" 		
CF ] Cloak Room Exits: N 		
CF | > 		
CF | > X OVERCOATS 		
CF | 		
CF | It reminds you of a book you read in school last year. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull lever" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | The lever clanks back to neutral and the room shifts upward on a 		
CF | massive piston, raising a new room up from down below. 		
CF | 		
CF | Black Salon 		
CF | Black crepe streamers hang from the ceiling and walls, and black shag 		
CF | carpeting covers the floor. Scarlet radiance slants through scarlet 		
CF | cellophane. An ebony box painted as a grandfather clock is set at one 		
CF | quarter to twelve. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Cloak Room 		
CF | (available by PUSHing the hydraulics lever), Banquet Hall (available 		
CF | by PULLing the hydraulics lever), Grand Staircase (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cc" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > TURN KNOB CC 		
CF | 		
CF | There is a grinding of gears, but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cw" 		
CF ] Grand Staircase Exits: N 		
CF | > 		
CF | > TURN KNOB CW 		
CF | 		
CF | The knob spins and the whole room rotates clockwise, revealing a new 		
CF | room! 		
CF | 		
CF | Grand Staircase 		
CF | The soundstage is dominated by a monumental staircase covered in red 		
CF | carpet. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Ballroom 		
CF | (available by PULLing the hydraulics lever), Black Salon (available by 		
CF | TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by 		
CF | pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull lever" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | The lever clanks back to neutral and the room shifts upward on a 		
CF | massive piston, raising a new room up from down below. 		
CF | 		
CF | Ballroom 		
CF | You are on a soundstage filled with plastic mannequins in dance 		
CF | positions. A plastic chandelier hangs from above. The back of the 		
CF | stage is painted with a grand staircase. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Grand Staircase 		
CF | (available by PUSHing the hydraulics lever), Well (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cw" 		
CF ] Well Exits: N 		
CF | > 		
CF | > TURN KNOB CW 		
CF | 		
CF | The knob spins and the whole room rotates clockwise, revealing a new 		
CF | room! 		
CF | 		
CF | Well 		
CF | A paper moon hangs down here, and a cardboard well sits in the middle 		
CF | of this space. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Ballroom 		
CF | (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x moon" 		
CF ] Well Exits: N 		
CF | > 		
CF | > X MOON 		
CF | 		
CF | This moon has drawings of skeletons and cheese on it. It seems a 		
CF | little loose. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take moon" 		
CF ] Well Exits: N 		
CF | > 		
CF | > TAKE MOON 		
CF | 		
CF | You can't touch the paper moon. That is too far away! 		
CF | 		
CF | > 		DavidW says, "That's weird."
		DavidW says, "Obviously, we're meant to take that moon."
DavidW says (to ClubFloyd), "x well" 		
CF ] Well Exits: N 		
CF | > 		
CF | > X WELL 		
CF | 		
CF | This is very primitive looking. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Well Exits: N 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a sun orb 		
CF | a limp bratwurst 		
CF | five food tokens 		
CF | a winding key 		
CF | a safety whistle (being worn) 		
CF | a flier 		
CF | 		
CF | Things held by the cranes 		
CF | some red motley 		
CF | some white laserpistols 		
CF | some laser cutlasses 		
CF | 		
CF | A man with badge saying "Spike M, Park Inspector" wanders by. "I 		
CF | haven't played this one yet!" he says. "Need to make sure I try it 		
CF | out." Then he walks on. 		
CF | 		
CF | > 		Karona asks, "Throw something at it?"
		DavidW says, "That seems unlikely to work."
DavidW says (to ClubFloyd), "throw orb at moon" 		
CF ] Well Exits: N 		
CF | > 		
CF | > THROW ORB AT MOON 		
CF | 		
CF | You promised your track coach that you wouldn't throw things outside 		
CF | the field. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cc" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > TURN KNOB CC 		
CF | 		
CF | The knob spins and the whole room rotates counterclockwise, revealing 		
CF | a new room! 		
CF | 		
CF | Ballroom 		
CF | You are on a soundstage filled with plastic mannequins in dance 		
CF | positions. A plastic chandelier hangs from above. The back of the 		
CF | stage is painted with a grand staircase. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Grand Staircase 		
CF | (available by PUSHing the hydraulics lever), Well (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		Karona asks, "Well, how do you remove something that's loose?"
DavidW says (to ClubFloyd), "e" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > E 		
CF | 		
CF | There's no opening that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cw" 		
CF ] Well Exits: N 		
CF | > 		
CF | > TURN KNOB CW 		
CF | 		
CF | The knob spins and the whole room rotates clockwise, revealing a new 		
CF | room! 		
CF | 		
CF | Well 		
CF | A paper moon hangs down here, and a cardboard well sits in the middle 		
CF | of this space. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Ballroom 		
CF | (available by TURNing the knob COUNTERCLOCKWISE) and Dueling Garden 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull moon" 		
CF ] Well Exits: N 		
CF | > 		
CF | > PULL MOON 		
CF | 		
CF | You can't touch the paper moon. That is too far away! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow moon" 		
CF ] Welcome Booth Exits: E 		
CF | > 		
CF | > BLOW MOON 		
CF | 		
CF | You hear barking in the distance. After a minute or two, Toby arrives 		
CF | and wags his tail at you, then turns and starts walking slowly. You 		
CF | follow Toby until you arrive back at the Welcome Booth. 		
CF | 		
CF | Welcome Booth 		
CF | Grooverland is surrounded by a plastic castle wall pierced by two tall 		
CF | gates to the east, one red and one white. A rather frightening 		
CF | crowd of people in realistic monster costumes flows in and out of them 		
CF | and you can hear screams from inside. 		
CF | 		
CF | David's plush chimera is on the ground. He must have left it here, but 		
CF | why? 		
CF | 		
CF | In between the two gates is a Welcome Booth with a kindly-looking gate 		
CF | guard standing inside. 		
CF | 		
CF | Toby waits patiently here for the next time you'll need him. 		
CF | 		
CF | > 		DavidW says, "drat. Blow seems to default to the whistle."
DavidW says (to ClubFloyd), "undo" 		
CF ] Well Exits: N 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Well 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Karona says, "Heh"
		DavidW says, "I don't know if I can reset this puzzle or not."
DavidW says (to ClubFloyd), "turn knob cc" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > TURN KNOB CC 		
CF | 		
CF | The knob spins and the whole room rotates counterclockwise, revealing 		
CF | a new room! 		
CF | 		
CF | Ballroom 		
CF | You are on a soundstage filled with plastic mannequins in dance 		
CF | positions. A plastic chandelier hangs from above. The back of the 		
CF | stage is painted with a grand staircase. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Grand Staircase 		
CF | (available by PUSHing the hydraulics lever), Well (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > G 		
CF | 		
CF | There is a grinding of gears, but nothing happens. 		
CF | 		
CF | > 		DavidW asks, "Besides the Dueling Garden, are there just six other rooms to this puzzle?"
DavidW says (to ClubFloyd), "x cranes" 		
CF ] Ballroom Exits: N 		
CF | > 		
CF | > X CRANES 		
CF | 		
CF | These let you manipulate the weapons and other laserfight equipment. 		
CF | 		
CF | > 		Karona says, "I do not know. ;("
DavidW says (to ClubFloyd), "push lever" 		
CF ] Grand Staircase Exits: N 		
CF | > 		
CF | > PUSH LEVER 		
CF | 		
CF | The lever clanks back to neutral and the room shifts downward on a 		
CF | massive piston, lowering a new room down from above. 		
CF | 		
CF | Grand Staircase 		
CF | The soundstage is dominated by a monumental staircase covered in red 		
CF | carpet. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Ballroom 		
CF | (available by PULLing the hydraulics lever), Black Salon (available by 		
CF | TURNing the knob COUNTERCLOCKWISE) and Dueling Garden (available by 		
CF | pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cc" 		
CF ] Black Salon Exits: N 		
CF | > 		
CF | > TURN KNOB CC 		
CF | 		
CF | The knob spins and the whole room rotates counterclockwise, revealing 		
CF | a new room! 		
CF | 		
CF | Black Salon 		
CF | Black crepe streamers hang from the ceiling and walls, and black shag 		
CF | carpeting covers the floor. Scarlet radiance slants through scarlet 		
CF | cellophane. An ebony box painted as a grandfather clock is set at one 		
CF | quarter to twelve. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Cloak Room 		
CF | (available by PUSHing the hydraulics lever), Banquet Hall (available 		
CF | by PULLing the hydraulics lever), Grand Staircase (available by 		
CF | TURNing the knob CLOCKWISE) and Dueling Garden (available by pushing 		
CF | the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull lever" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | The lever clanks back to neutral and the room shifts upward on a 		
CF | massive piston, raising a new room up from down below. 		
CF | 		
CF | Banquet Hall 		
CF | This set is more dynamic than the others. A large table is suspended 		
CF | at an angle in mid-air while a dozen stuffed cherubs pile on the other 		
CF | end. Plastic food is hanging in the air on strings. 		
CF | 		
CF | The floor of this set looks weakened, with cracks stretching all the 		
CF | way over by you at the controls. 		
CF | 		
CF | A pink ticket lies near you. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Black Salon 		
CF | (available by PUSHing the hydraulics lever) and Dueling Garden 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | A pink ticket flutters out of the machinery and lands by you. 		
CF | 		
CF | The Vicomtes and Countesses pour out of various openings onto the new 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ticket" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > TAKE TICKET 		
CF | 		
CF | You grab the pink ticket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cherubs" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > X CHERUBS 		
CF | 		
CF | They're so chubby! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put food on table" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > PUT FOOD ON TABLE 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x food" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > X FOOD 		
CF | 		
CF | (the food token) 		
CF | This token is good for one item from the Prowling Promenade food 		
CF | carts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Banquet Hall 		
CF | This set is more dynamic than the others. A large table is suspended 		
CF | at an angle in mid-air while a dozen stuffed cherubs pile on the other 		
CF | end. Plastic food is hanging in the air on strings. 		
CF | 		
CF | The floor of this set looks weakened, with cracks stretching all the 		
CF | way over by you at the controls. 		
CF | 		
CF | It takes you a while to figure it out, but it looks like there are two 		
CF | teams: the vicomtes, wielding some red laserpistols and are wearing 		
CF | some pig wings, and the countesses, wielding some inflatable kielbasas 		
CF | and are wearing some white motley. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Black Salon 		
CF | (available by PUSHing the hydraulics lever) and Dueling Garden 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plastic food" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > X PLASTIC FOOD 		
CF | 		
CF | This looks like it would taste pretty good! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give plastic food to cherubs" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > GIVE PLASTIC FOOD TO CHERUBS 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give plastic food to vicomtes" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > GIVE PLASTIC FOOD TO VICOMTES 		
CF | 		
CF | You can't touch the plastic food on strings. That is too far away! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull lever" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | There is a grinding of gears, but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cc" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > TURN KNOB CC 		
CF | 		
CF | There is a grinding of gears, but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob cw" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > TURN KNOB CW 		
CF | 		
CF | There is a grinding of gears, but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x floor" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > X FLOOR 		
CF | 		
CF | The floor of this set is much flimsier than the others. You can see 		
CF | cracks extending all the way to you by the controls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cracks" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > X CRACKS 		
CF | 		
CF | The floor of this set is much flimsier than the others. You can see 		
CF | cracks extending all the way to you by the controls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in cracks" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > LOOK IN CRACKS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW asks, "hmm. Maybe the ring box can be found in the cracks here after it's toppled?"
		DavidW asks, "Or the moon?"
		Karona exclaims, "Good idea!"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Banquet Hall Exits: N 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push duel" 		
CF ] Dueling Garden Exits: N 		
CF | > 		
CF | > PUSH DUEL 		
CF | 		
CF | A wall closes over the Ballroom. A different wall, to the front, opens 		
CF | up, revealing the Dueling Garden. 		
CF | 		
CF | Dueling Garden 		
CF | You are standing before a long stretch of astroturf bordered by faux 		
CF | cypress trees. The backdrop is painted with a great, gurgling fountain 		
CF | and a palace with lit windows. 		
CF | 		
CF | In the center of the Garden is a small table with balloons and a sign 		
CF | saying "Welcome, Lily!" On the table is an open black box containing a 		
CF | gorgeous ring. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Banquet Hall 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | It's time for the duel! The vicomtes pour out of one side and the 		
CF | countesses come out of the other, ready to fight. Chaos spreads across 		
CF | the stage. 		
CF | 		
CF | One of the countesses decides to do a barrel roll and smashes directly 		
CF | into the table, sending balloons, sign, and box flying. The ring box 		
CF | snaps closed and flies across the stage and out of sight. You hear a 		
CF | series of "clunks" as it bounces lower and lower below the stage. 		
CF | 		
CF | Everyone stops what they're doing, momentarily embarassed. It's a tie. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x box" 		
CF ] Dueling Garden Exits: N 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | The ring that was here fell beneath the stage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull lever" 		
CF ] Dueling Garden Exits: N 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | There is a grinding of gears, but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | A wall closes over the garden, hiding it from view. A different wall, 		
CF | to the side, opens, revealing a room called Banquet Hall. 		
CF | 		
CF | Banquet Hall 		
CF | This set is more dynamic than the others. A large table is suspended 		
CF | at an angle in mid-air while a dozen stuffed cherubs pile on the other 		
CF | end. Plastic food is hanging in the air on strings. 		
CF | 		
CF | The floor of this set looks weakened, with cracks stretching all the 		
CF | way over by you at the controls. 		
CF | 		
CF | A monitor describes the rooms adjacent to this one: Black Salon 		
CF | (available by PUSHing the hydraulics lever) and Dueling Garden 		
CF | (available by pushing the DUEL button). 		
CF | 		
CF | The lever, knob, and button are still next to you. You can leave to 		
CF | the north. 		
CF | 		
CF | With their latest battle over, the vicomtes and countesses are running 		
CF | around, trying to find an advantage to avoid another tie. They seem 		
CF | subdued for the moment as they huddle to make plans. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cracks" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > X CRACKS 		
CF | 		
CF | The floor of this set is much flimsier than the others. You can see 		
CF | cracks extending all the way to you by the controls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in cracks" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > LOOK IN CRACKS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter cracks" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > ENTER CRACKS 		
CF | 		
CF | You're not sure it is something you should enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break floor" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > BREAK FLOOR 		
CF | 		
CF | Your karate instructor made you promise to try to find a peaceful 		
CF | solution before attempting violence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open cracks" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > OPEN CRACKS 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump on floor" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > JUMP ON FLOOR 		
CF | 		
CF | Wait, what was that? I only got the part about wanting to jump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | You promised your basketball coach that you wouldn't jump while you're 		
CF | off the court. Don't want to get injured. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit floor" 		
CF ] Banquet Hall Exits: N 		
CF | > 		
CF | > HIT FLOOR 		
CF | 		
CF | Your karate instructor made you promise to try to find a peaceful 		
CF | solution before attempting violence. 		
CF | 		
CF | > 		DavidW says, "hm. I think I'd like to try something else"
DavidW says (to ClubFloyd), "n" 		
CF ] Mechanical Marvels Exits: N S E W 		
CF | > 		
CF | > N 		
CF | 		
CF | You exit the Laserfight arena. 		
CF | 		
CF | Mechanical Marvels 		
CF | The air here is split with sounds of screams and clanks from the 		
CF | nearby attractions. Some of the robed crowd scurries to the 		
CF | west, while others trot east to the Spooky Sideshow. 		
CF | 		
CF | To the north is a towering facade that has the words 		
CF | Serpent Slide at the top in bright red paint. 		
CF | 		
CF | To the south is a dark black box-shaped structure with the 		
CF | words Midnight Laserfight inscribed on it in silver. 		
CF | 		
CF | Dad is standing around, relaxing and occasionally looking at his map. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Spooky Sideshow 		
CF | This part of the park is darker than the rest, lit only by glowing red 		
CF | lanterns. Tall trees shade the street from the sun above. A shadowy 		
CF | crowd seems to linger here, but for some reason they're hard to look 		
CF | at for too long. You can go west to Mechanical Marvels or 		
CF | east to the Bitter End. 		
CF | 		
CF | A sign to the north declares "This way to the Creaky House". 		
CF | 		
CF | The sign to the south is held by a scarecrow, and says "The 		
CF | Left/Right Corn Maze". 		
CF | 		
CF | Your sister Alice is here, playing the park's AR game on her phone. 		
CF | 		
CF | > 		Karona says, "Yeah, we've been at this for a while"
DavidW says (to ClubFloyd), "x alice" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > X ALICE 		
CF | 		
CF | Your older sister Alice is excited about discovering park lore on her 		
CF | phone. She's wearing the silver bracelet she got from Nana. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to alice" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > TALK TO ALICE 		
CF | 		
CF | "Hey," says Alice, "this is cool, isn't it? You can ask me about any 		
CF | location and I'll tell you what Groover game it was inspired by!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask alice about stomach" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT STOMACH 		
CF | 		
CF | "Wow," says Alice, "apparently the Serpent Slide was inspired by 		
CF | Groover's game "Down the Serpent and the Sun!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask alice about lupine lair" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT LUPINE LAIR 		
CF | 		
CF | Alice says, "Okay, it looks like the menagerie was based on "The 		
CF | Queen's Menagerie" by Groover." 		
CF | 		
CF | > 		DavidW says, "I haven't played that one."
		Karona says, "Neither have I."
DavidW says (to ClubFloyd), "ask alice about dollhouse" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT DOLLHOUSE 		
CF | 		
CF | "This app only deals with locations, but I'll try to see if I can look 		
CF | up where that's at," she says. "Give me a second." She checks her 		
CF | phone for a second. 		
CF | 		
CF | "The book of poems contains the first lines of What Fuwa Bunsaku 		
CF | Found, and the tiny dollhouse is a reference to the game 'little'," 		
CF | says Alice. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask alice about scarlet empress" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT SCARLET EMPRESS 		
CF | 		
CF | "This app only deals with locations, but I'll try to see if I can look 		
CF | up where that's at," she says. "Give me a second." She checks her 		
CF | phone for a second. 		
CF | 		
CF | "There's not much in that location itself which is a reference to 		
CF | Groover, unfortunately. But the rides off of it are!" says Alice. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask alice about toby" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT TOBY 		
CF | 		
CF | "This app only deals with locations, but I'll try to see if I can look 		
CF | up where that's at," she says. "Give me a second." She checks her 		
CF | phone for a second. 		
CF | 		
CF | "There's not much in that location itself which is a reference to 		
CF | Groover, unfortunately. But the rides off of it are!" says Alice. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bracelet" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > X BRACELET 		
CF | 		
CF | Nana, your great grandmother, left this to Alice when she died. Alice 		
CF | has worn it ever since. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask alice about bracelet" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT BRACELET 		
CF | 		
CF | "This app only deals with locations, but I'll try to see if I can look 		
CF | up where that's at," she says. "Give me a second." She checks her 		
CF | phone for a second. 		
CF | 		
CF | "There's not much in that location itself which is a reference to 		
CF | Groover, unfortunately. But the rides off of it are!" says Alice. 		
CF | 		
CF | > 		DavidW says, "hmph"
DavidW says (to ClubFloyd), "x scarecrow" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > X SCARECROW 		
CF | 		
CF | This scarecrow fills you with happiness. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask alice about maze" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT MAZE 		
CF | 		
CF | Alice says, "The corn maze is a reference to the game Left/Right." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask alice about creaky house" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > ASK ALICE ABOUT CREAKY HOUSE 		
CF | 		
CF | "All parts of the creaky house are references to the tiny game Creak, 		
CF | Creak" says Alice. "Parts of it also reference the exceptional story 		
CF | Cricket, Anyone?" 		
CF | 		
CF | > 		DavidW says, "I don't know those"
DavidW says (to ClubFloyd), "x house" 		
CF ] Spooky Sideshow Exits: N S E W 		
CF | > 		
CF | > X HOUSE 		
CF | 		
CF | You can't see anything by that name. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Creaky House 		
CF | A cold wind blows around this dilapitated, creaky house to the 		
CF | north. It creaks and moans. 		
CF | 		
CF | The Spooky Sideshow, the crowd, and warmth are back to the 		
CF | south. 		
CF | 		
CF | A creaky singer with bony, unusually long limbs sits cross-legged 		
CF | here. 		
CF | 		
CF | > 		Karona says, "I've not played them."
DavidW says (to ClubFloyd), "x singer" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > X SINGER 		
CF | 		
CF | A strange man with yellow eyes whose whole body seems to creak as he 		
CF | moves. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to singer" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > TALK TO SINGER 		
CF | 		
CF | He smiles as you approach, and you smell sulfur. 		
CF | 		
CF | "Have you come to the creaky house, then? Welcome. You'll find that 		
CF | here, in my little creaky house, your movements are more than mere 		
CF | steps: they are words in a language written by the feet: a "creak" 		
CF | here, a "rattle" there. 		
CF | 		
CF | "This is the language spoken by the cool wind. If your feet can make a 		
CF | song like mine, the wind will reward you, and something good will 		
CF | happen. Or bad, depending on who you ask. But enough of that. I'll 		
CF | sing the song now," he adds. 		
CF | 		
CF | The creaky singer begins performing. He starts his song from the very 		
CF | beginning. "Creak, creak, goes the beast," he sings, moving himself in 		
CF | curious patterns. 		
CF | 		
CF | > 		Karona exclaims, "Oy!"
DavidW says (to ClubFloyd), "z" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > Z 		
CF | 		
CF | Your majesty deigns to linger for a moment. 		
CF | 		
CF | The creaky singer continues performing. "Rattle, rattle, soon he'll 		
CF | feast," he sings, moving himself in curious patterns. 		
CF | 		
CF | > 		Roger says, "CLANG CLANG CLANG goes the trolley"
DavidW says (to ClubFloyd), "z" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > Z 		
CF | 		
CF | Your majesty deigns to linger for a moment. 		
CF | 		
CF | The creaky singer continues performing. "Shake, shake, time to sob," 		
CF | he sings, moving himself in curious patterns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > Z 		
CF | 		
CF | Your majesty deigns to linger for a moment. 		
CF | 		
CF | The creaky singer continues performing. "Turn, turn goes the knob," he 		
CF | sings, moving himself in curious patterns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > Z 		
CF | 		
CF | Your majesty deigns to linger for a moment. 		
CF | 		
CF | The creaky singer continues performing. "It's just the wind, mother 		
CF | always says," he sings, moving himself in curious patterns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > Z 		
CF | 		
CF | Your majesty deigns to linger for a moment. 		
CF | 		
CF | The creaky singer continues performing. "Why fear the wind," he sings, 		
CF | moving himself in curious patterns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Creaky House Exits: N S 		
CF | > 		
CF | > Z 		
CF | 		
CF | Your majesty deigns to linger for a moment. 		
CF | 		
CF | The creaky singer continues performing. He starts his song from the 		
CF | very beginning. "Creak, creak, goes the beast," he sings, moving 		
CF | himself in curious patterns. 		
CF | 		
CF | > 		DavidW says, "okay, I don't need to hear that again."
DavidW says (to ClubFloyd), "n" 		
CF ] Creaky Hallway Exits: N S E W 		
CF | > 		
CF | > N 		
CF | 		
CF | (first opening the creaky front door) 		
CF | 		
CF | Creaky Hallway 		
CF | You stand in front of a creaky front door to the south. To the 		
CF | west is a creaky dining room, and to the east is a 		
CF | creaky parlor. A creaky game room is to the north. It's cold in 		
CF | here. 		
CF | 		
CF | The wind blows the front door shut. 		
CF | 		
CF | You can hear something howling outside. It might be the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Creaky Dining Room Exits: N E U 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Creaky Dining Room 		
CF | It's so cold in here. A dim chandelier squeaks back and forth from the 		
CF | drafts. You have no desire to remain. To the north is a creaky 		
CF | kitchen. The creaky hallway is back to the east, and you can go 		
CF | up to the creaky tower. 		
CF | 		
CF | You can hear the front door creak back and forth. Wasn't it 		
CF | closed? 		
CF | 		
CF | At the sound of that creak, you feel the unseen thing behind 		
CF | you grow stronger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Creaky Tower Exits: N E D 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Creaky Tower 		
CF | These tall and narrow walls seem constructed quite shakily. You can go 		
CF | down to the creaky dining room, north to the Creaky 		
CF | Loft, or east to the creaky passageway. 		
CF | 		
CF | Something has set the chandelier in the dining room below you 		
CF | rattling. It makes the shadows dance. 		
CF | 		
CF | The sounds made by your feet are jangling, empty words. The power in 		
CF | the house subsides. 		
CF | 		
CF | > 		DavidW says, "Sounds like I made a mistake."
DavidW says (to ClubFloyd), "undo" 		
CF ] Creaky Dining Room Exits: N E U 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Creaky Dining Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Creaky Kitchen Exits: S E U 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Creaky Kitchen 		
CF | You can return to the creaky dining room to the south, go 		
CF | up to the creaky loft, or move through the kitchen door to the 		
CF | east. This is the darkest part of the house. 		
CF | 		
CF | A creaky refrigerator is the only appliance in the kitchen. 		
CF | 		
CF | Something has set the chandelier in the dining room behind you 		
CF | rattling. It makes the shadows dance. 		
CF | 		
CF | The sounds made by your feet are jangling, empty words. The power in 		
CF | the house subsides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Creaky Dining Room Exits: N E U 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Creaky Dining Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Creaky Hallway Exits: N S E W 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Creaky Hallway 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Creaky Dining Room Exits: N E U 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Creaky Dining Room 		
CF | It's so cold in here. A dim chandelier squeaks back and forth from the 		
CF | drafts. You have no desire to remain. To the north is a creaky 		
CF | kitchen. The creaky hallway is back to the east, and you can go 		
CF | up to the creaky tower. 		
CF | 		
CF | You can hear the front door creak back and forth. Wasn't it 		
CF | closed? 		
CF | 		
CF | At the sound of that creak, you feel the unseen thing behind 		
CF | you grow stronger. 		
CF | 		
CF | > 		Karona says, "I need to go soon."
DavidW says (to ClubFloyd), "push chandelier" 		
CF ] Creaky Dining Room Exits: N E U 		
CF | > 		
CF | > PUSH CHANDELIER 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		DavidW says, "yeah, we should stop here."
		DavidW says, "Thanks for coming and playing."
		Karona exclaims, "Thank you for being here!"
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
DavidW says (to ClubFloyd), "cfgrooverland01" 		
CF ] Creaky Dining Room Exits: N E U 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Karona exclaims, "Until next week!"
		DavidW says, "bye Karona"



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ClubFloyd Transcript:
Daddy's Birthday by Ruth and Jonathan
Foreign Soil by Olaf Nowacki
As played on ifMUD on July 11, 2021

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 Daddy's Birthday written by Ruth and Jonathan, and Foreign Soil written by Olaf Nowacki. Daddy's Birthday was created by an adult from a transcript written by an 8 year old; it took 15th place in the 2021 ParserComp. Foreign Soil was originally released in IntroComp 2020, where it received an Honorable Mention, and the completed version was released as part of the 2021 ParserComp, in which it took 3rd place (and it was the first of the 2020 IntroComp Honorable Mentions to be completed, so it also won a cash prize.) You can learn more about the games, including how to download them, by visiting the IFDB pages: Daddy's Birthday, and Foreign Soil.

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:

Daddy's Birthday by Ruth and Jonathan
Foreign Soil by Olaf Nowacki
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

DavidW says (to ClubFloyd), "load sleepmask daddysbirthday" 		
CF ] Big Bedroom 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Daddy's Birthday 		
CF | An Interactive Fiction by Ruth and Jonathan 		
CF | Release 1 / Serial number 210630 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | Version 1.0 		
CF | 		
CF | * Type "about" to learn about the game * 		
CF | 		
CF | Big Bedroom 		
CF | You wake up in your bedroom. You remember that it is your birthday, 		
CF | but still feel a bit tired so decide to have a lie in. 		
CF | 		
CF | > 		MoyTravis says, "It's also apparently pretty short, so we can probably do both."
DavidW says (to ClubFloyd), "about" 		
CF ] Big Bedroom 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | It all started with a walkthrough of an imaginary game that 8-year-old 		
CF | Ruth typed for Daddy's birthday... then Daddy converted it into a real 		
CF | game, with Ruth's help. It is possible to play it exactly as in the 		
CF | original walkthrough, or to enjoy a very different birthday. 		
CF | 		
CF | Thanks to the following amazing beta testers: Auntie J; B Slade 		
CF | (beslayed); Edo; Garry Francis (Warrigal); Giannis Georgiou 		
CF | (GiannisG); Grandma and Grandpa; Mummy; Rovarsson; Ruth. 		
CF | 		
CF | If you are new to interactive fiction, type "tutorial". To use Ruth's 		
CF | story during the game, type "walkthrough". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X ME 		
CF | 		
CF | zzzzzzzzzzzzzzzzz 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Big Bedroom 		
CF | > 		
CF | > I 		
CF | 		
CF | zzzzzzzzzzzzzzzzz 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X BED 		
CF | 		
CF | You wake up (again) and notice the party decorations. You decide to 		
CF | sit up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x decorations" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X DECORATIONS 		
CF | 		
CF | You read the banner, which says, "Happy Birthday Daddy, 21+ today!" 		
CF | 		
CF | > 		Knight_Otu says, "Cool, the entire family tested it."
		DavidW says, "Daddy is young."
		Karona exclaims, "Wonderful!"
DavidW says (to ClubFloyd), "look" 		
CF ] Big Bedroom 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Big Bedroom 		
CF | You are in the biggest bedroom in the house. Your daughter usually 		
CF | calls it "Mummy's Bedroom" by mistake. This is probably because Mummy 		
CF | usually is found sleeping in it. There is a big wardrobe in front of 		
CF | you and a rocking chair to the left. 		
CF | 		
CF | > 		Knight_Otu says, "Or daddy has been 21 for xty years now."
		MoyTravis says, "21+ What...what does that...mean."
		MoyTravis says, ""Older than 21?""
		DavidW says, "yes"
		DavidW says, "Celebrating 21st birthday for more than one year."
		DavidW says, "Or they're just reusing the same banner."
DavidW says (to ClubFloyd), "x wardrobe" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X WARDROBE 		
CF | 		
CF | It is one of those wardrobes with sliding doors. Each of the doors has 		
CF | a mirror on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | Someone older than he was yesterday is looking at the mirror from the 		
CF | other side. 		
CF | 		
CF | > 		Knight_Otu says, "Saves on banner costs."
DavidW says (to ClubFloyd), "open wardrobe" 		
CF ] Big Bedroom 		
CF | > 		
CF | > OPEN WARDROBE 		
CF | 		
CF | You have decided to stay in your dressing gown for now, so the 		
CF | wardrobe stays closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chair" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X CHAIR 		
CF | 		
CF | It is made of grey velvet, and doesn't look very sturdy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look in mirror" 		
CF ] Big Bedroom 		
CF | > 		
CF | > LOOK IN MIRROR 		
CF | 		
CF | Someone older than he was yesterday is looking at the mirror from the 		
CF | other side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X BED 		
CF | 		
CF | The bed is super-king size, so big enough for the entire family. 		
CF | 		
CF | > 		MoyTravis says, "Or daddy is, in fact, an unaging abomination, a horror against the laws of nature and man."
DavidW says (to ClubFloyd), "look under bed" 		
CF ] Big Bedroom 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | Believe it or not, there is nothing there. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "exits" 		
CF ] Big Bedroom 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | From this location, you can go northeast. 		
CF | 		
CF | > 		Roger says, "It is nice to have a game that we can be mostly-confident that it doesn't take some horrible dark turn"
DavidW says (to ClubFloyd), "i" 		
CF ] Big Bedroom 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a dressing gown (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gown" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X GOWN 		
CF | 		
CF | It has light and dark blue stripes and is very snuggly. 		
CF | 		
CF | > 		DavidW asks, "leave the room?"
		Knight_Otu says, "Yeah, I would hope that an eight-year old doesn't think of their parents as wldritch monsters."
		MoyTravis says, "Let's goooo"
DavidW says (to ClubFloyd), "ne" 		
CF ] Big Bedroom 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go anywhere until you get off the bed, silly! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Big Bedroom 		
CF | > 		
CF | > STAND 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Big Bedroom 		
CF | > 		
CF | > NE 		
CF | 		
CF | You feel like a nice rock on the rocking chair would relax you before 		
CF | you go anywhere. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on chair" 		
CF ] Big Bedroom 		
CF | > 		
CF | > SIT ON CHAIR 		
CF | 		
CF | You sit on the rocking chair, and it creaks beneath your weight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rock" 		
CF ] Big Bedroom 		
CF | > 		
CF | > ROCK 		
CF | 		
CF | (the rocking chair) 		
CF | You rock on the rocking chair, and fall off. You bang your head on the 		
CF | wall. 		
CF | 		
CF | > 		Jacqueline says, "True. I thought that when we learned there were no monsters under the bed."
DavidW says (to ClubFloyd), "x wall" 		
CF ] Big Bedroom 		
CF | > 		
CF | > X WALL 		
CF | 		
CF | Your head thinks that the wall is quite hard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rub head" 		
CF ] Big Bedroom 		
CF | > 		
CF | > RUB HEAD 		
CF | 		
CF | Your head is throbbing with pain. You wish that you hadn't started 		
CF | rocking on the rocking chair. 		
CF | 		
CF | > 		MoyTravis says, "Daddy might not be an eldrich abomination but he's kinda clumsy."
DavidW says (to ClubFloyd), "ne" 		
CF ] Landing 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Landing 		
CF | You are standing on the landing. A few rooms go different directions, 		
CF | but you decide to go down the stairs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Hallway 		
CF | There is a door to the southeast and northwest. 		
CF | 		
CF | Your head is throbbing with pain. You really need to get some ice on 		
CF | it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Hallway 		
CF | > 		
CF | > SE 		
CF | 		
CF | This leads outside. You don't want to end up outside your front door 		
CF | in your dressing gown. 		
CF | 		
CF | > 		Knight_Otu says, "Clumsy and eldritch abomination are wildly different levels, of course."
DavidW says (to ClubFloyd), "nw" 		
CF ] Playroom 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Playroom 		
CF | This is the Playroom. Usually messy, this room is spotless. Mummy has 		
CF | clearly tidied it last night. There is a door to the northwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Kitchen 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is a small room with a silver fridge-freezer. There is 		
CF | always a small table and chairs, but the table seems to have 		
CF | disappeared. There is a door to the northwest. 		
CF | 		
CF | Your head is throbbing with pain. You really need to get some ice on 		
CF | it, and seeing there is a freezer, decide to open it. 		
CF | 		
CF | > 		Knight_Otu says, "Interesting that the game uses the "diagonal" directions."
DavidW says (to ClubFloyd), "x freezer" 		
CF ] Kitchen 		
CF | > 		
CF | > X FREEZER 		
CF | 		
CF | It's a lovely shiny new freezer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fridge" 		
CF ] Kitchen 		
CF | > 		
CF | > X FRIDGE 		
CF | 		
CF | It's a lovely shiny new freezer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Kitchen 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the freezer. Inside is exactly what you have been looking 		
CF | for. An icepack! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take icepack" 		
CF ] Kitchen 		
CF | > 		
CF | > TAKE ICEPACK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put it on head" 		
CF ] Kitchen 		
CF | > 		
CF | > PUT IT ON HEAD 		
CF | 		
CF | You put the icepack on your head, and feel better immediately. Now 		
CF | that your head is better, you start to wonder about the missing table. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close freezer" 		
CF ] Kitchen 		
CF | > 		
CF | > CLOSE FREEZER 		
CF | 		
CF | You close the freezer. 		
CF | 		
CF | > 		Roger says, "It seems likely to be modelled on an actual house"
DavidW says (to ClubFloyd), "x chairs" 		
CF ] Kitchen 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | These are your kitchen chairs but they look lonely without their 		
CF | table. 		
CF | 		
CF | > 		Knight_Otu says, "True."
		Jacqueline says, "Ah. If only icepacks worked like taht in real life."
		DavidW asks, "I assume this ice won't melt? Or should I put it back in the freezer?"
		Jacqueline says, "I'm guessing it will not melt."
DavidW says (to ClubFloyd), "nw" 		
CF ] Garden 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Garden 		
CF | You have found the table! But why was it here in the first place? 		
CF | Suddenly, your daughters jump out of their hiding places and shout 		
CF | "SURPRISE!" 		
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 ] Garden 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Jacqueline exclaims, "There. The ice is saved!"
DavidW says (to ClubFloyd), "x daughters" 		
CF ] Garden 		
CF | > 		
CF | > X DAUGHTERS 		
CF | 		
CF | Your daughters, Ruth and Jane, are both equally lovely. 		
CF | 		
CF | Mummy arrives with a chocolate Nutella cake and puts it on the table. 		
CF | 		
CF | > 		Jacqueline exclaims, "Oh those silly daughters! Steeling the furniture and then jump-scaring you!"
		Jacqueline says, "oooh nutella cake"
		MoyTravis says, "wtf nutella cake"
DavidW says (to ClubFloyd), "x mummy" 		
CF ] Garden 		
CF | > 		
CF | > X MUMMY 		
CF | 		
CF | Your favourite adult female. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cake" 		
CF ] Garden 		
CF | > 		
CF | > X CAKE 		
CF | 		
CF | Your favourite cake ever, with candles on top. 		
CF | 		
CF | Mummy brings some deckchairs out of the garage and places them around 		
CF | the table. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ruth" 		
CF ] Garden 		
CF | > 		
CF | > X RUTH 		
CF | 		
CF | Ruth is your lovely 8-year-old daughter - and the co-author and beta 		
CF | tester of this game. 		
CF | 		
CF | > 		Jacqueline asks (of Moy), "Wait. WTF 'wtf nutella cake'?"
		Jacqueline says, "That sounds amazing."
DavidW says (to ClubFloyd), "x jane" 		
CF ] Garden 		
CF | > 		
CF | > X JANE 		
CF | 		
CF | Jane is your lovely 4-year-old daughter. 		
CF | 		
CF | Your daughters say, "Daddy, why don't you sit on the deckchair? We 		
CF | have a present for you." 		
CF | 		
CF | > 		Knight_Otu says, "It sounds heavily sweet."
		Knight_Otu says, "As in, sugary."
		Roger says, "not like your other, uglier 4-year-old daughter"
		MoyTravis says, "I mean, I guess? It seems a bit much, I've never seen one."
		Jacqueline says, "If we ever meet, I shall bring a nutella cake to celebrate and then look at you all and say, 'Oh. Don't you all want any? No? Well, all the more for me!'"
		DavidW says, "I'm not a fan of Nutella, but many people are."
		DavidW says, "Likewise Ferraro Rocher chocolates."
		Jacqueline says, "I keep a giant jar of it in our hurricane stash."
DavidW says (to ClubFloyd), "sit on deckchair" 		
CF ] Garden 		
CF | > 		
CF | > SIT ON DECKCHAIR 		
CF | 		
CF | As you sit on the deckchair, Mummy places a present onto the table. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x present" 		
CF ] Garden 		
CF | > 		
CF | > X PRESENT 		
CF | 		
CF | It is covered in shiny wrapping paper. 		
CF | 		
CF | > 		MoyTravis says, "I'm not averse to it, like, in principle. Or in smaller quantities. It just seems like a nutella cake might be...very much."
DavidW says (to ClubFloyd), "ask mummy about present" 		
CF ] Garden 		
CF | > 		
CF | > ASK MUMMY ABOUT PRESENT 		
CF | 		
CF | Mummy says, "I hope you like it." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take present" 		
CF ] Garden 		
CF | > 		
CF | > TAKE PRESENT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline says, "Aw, this is such a wholesome little game."
DavidW says (to ClubFloyd), "x paper" 		
CF ] Garden 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | The paper is nice and shiny. 		
CF | 		
CF | > 		DavidW asks, "open it?"
DavidW says (to ClubFloyd), "shake present" 		
CF ] Garden 		
CF | > 		
CF | > SHAKE PRESENT 		
CF | 		
CF | It doesn't make any noise so definitely isn't Lego. 		
CF | 		
CF | > 		Knight_Otu says, "Open it, yeah."
DavidW says (to ClubFloyd), "open present" 		
CF ] Garden 		
CF | > 		
CF | > OPEN PRESENT 		
CF | 		
CF | In the present is a beautiful new tie, covered in gold stars. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tie" 		
CF ] Garden 		
CF | > 		
CF | > X TIE 		
CF | 		
CF | The tie has gold stars. It might look nice with your dressing gown! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear tie" 		
CF ] Garden 		
CF | > 		
CF | > WEAR TIE 		
CF | 		
CF | Haven't you forgotten something? 		
CF | 		
CF | > 		MoyTravis asks, "I, uh, thank you for your gift?"
DavidW says (to ClubFloyd), "thank you" 		
CF ] Garden 		
CF | > 		
CF | > THANK YOU 		
CF | 		
CF | You say thank you to Mummy, who accepts it graciously. 		
CF | 		
CF | You have been carrying the ice pack for ages! It's so cold you have to 		
CF | drop it. 		
CF | 		
CF | > 		Jacqueline exclaims, "oho!"
DavidW says (to ClubFloyd), "kiss mummy" 		
CF ] Garden 		
CF | > 		
CF | > KISS MUMMY 		
CF | 		
CF | You kiss Mummy. What a lovely family you have. 		
CF | 		
CF | Your daughters say, "Would you like to try on the tie?" and look on 		
CF | expectantly. 		
CF | 		
CF | > 		Jacqueline says, "It hasn't melted but it did have a different timer on it. NEat."
		Knight_Otu says, "I mean, if daddy likes ties, which he seems to do..."
DavidW says (to ClubFloyd), "wear tie" 		
CF ] Garden 		
CF | > 		
CF | > WEAR TIE 		
CF | 		
CF | You wear the tie, and your daughters say that you look lovely in it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thank daughters" 		
CF ] Garden 		
CF | > 		
CF | > THANK DAUGHTERS 		
CF | 		
CF | Ruth and Jane beam at you, and explain that they would prefer you to 		
CF | speak to them individually. 		
CF | 		
CF | You suddenly want to rock on the deckchair... 		
CF | 		
CF | > 		Jacqueline says, "Don't do it"
		MoyTravis says, "oh no"
		Jacqueline says, "No daddy nop"
		Roger says, "Rock on, daddy-o"
		Jacqueline says, "heh"
		Knight_Otu says, "Daddy, deckchairs aren't rocking chairs."
		DavidW asks, "Should we just wait?"
		Knight_Otu asks, "Maybe thank the daughters individually?"
DavidW says (to ClubFloyd), "thank ruth" 		
CF ] Garden 		
CF | > 		
CF | > THANK RUTH 		
CF | 		
CF | Ruth replies, "You're welcome!" 		
CF | 		
CF | > 		MoyTravis says, "Well we can either accidentally smash our head on the floor again, or we can thank Ruth and Jane."
DavidW says (to ClubFloyd), "thank jane" 		
CF ] Garden 		
CF | > 		
CF | > THANK JANE 		
CF | 		
CF | "You're welcome! Jane replies. 		
CF | 		
CF | > 		DavidW says, "We might smash the cake!"
DavidW says (to ClubFloyd), "smell cake" 		
CF ] Garden 		
CF | > 		
CF | > SMELL CAKE 		
CF | 		
CF | Hazelnutty. The best smell in the world. 		
CF | 		
CF | The urge to rock on the deckchair returns... 		
CF | 		
CF | > 		MoyTravis says, "The game is very insistent."
DavidW says (to ClubFloyd), "x deckchair" 		
CF ] Garden 		
CF | > 		
CF | > X DECKCHAIR 		
CF | 		
CF | Stripey. Green and white. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask Ruth and Jane to tie me down to protect me from the urge to rock in the deckchair" 		
CF ] Garden 		
CF | > 		
CF | > ASK RUTH AND JANE TO TIE ME DOWN TO PROTECT ME FROM THE URGE TO ROCK 		
CF | IN THE DECKCHAIR 		
CF | 		
CF | You can't use multiple objects with that verb. 		
CF | 		
CF | > 		DavidW says, "I think maybe we should try to rock it."
		Jacqueline says, "Well, of course we should."
DavidW says (to ClubFloyd), "rock deckchair" 		
CF ] Garden 		
CF | > 		
CF | > ROCK DECKCHAIR 		
CF | 		
CF | You rock on the chair and fall over. You should have known better. Oh 		
CF | dear, and you haven't even had any cake yet! 		
CF | 		
CF | 		
CF | 		
CF | *** Unsuccessful birthday *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		MoyTravis says, "Of course, but with dread, and trepidation."
		Karona holds her breath.
DavidW says (to ClubFloyd), "undo" 		
CF ] Garden 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Garden 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "DANG"
		Karona laughs!
		MoyTravis exclaims, "Oh nooooo who could have seen this coming!"
DavidW says (to ClubFloyd), "ask mummy about cake" 		
CF ] Garden 		
CF | > 		
CF | > ASK MUMMY ABOUT CAKE 		
CF | 		
CF | She replies, "We know how much you love Nutella cake." 		
CF | 		
CF | > 		Karona exclaims, "This game is delightful!"
		Jacqueline says, "hee"
DavidW says (to ClubFloyd), "ask mummy about tie" 		
CF ] Garden 		
CF | > 		
CF | > ASK MUMMY ABOUT TIE 		
CF | 		
CF | Mummy says, "I hope you like it." 		
CF | 		
CF | You do really fancy a go at rocking on the deckchair... 		
CF | 		
CF | > 		MoyTravis asks, "Slice the cake?"
DavidW says (to ClubFloyd), "tell mummy about rocking chair" 		
CF ] Garden 		
CF | > 		
CF | > TELL MUMMY ABOUT ROCKING CHAIR 		
CF | 		
CF | She looks surprised and says, "You didn't fall off the rocking chair 		
CF | again did you?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yes" 		
CF ] Garden 		
CF | > 		
CF | > YES 		
CF | 		
CF | That was a rhetorical question. 		
CF | 		
CF | > 		Knight_Otu says, "Ouch."
		MoyTravis says, "...dang."
DavidW says (to ClubFloyd), "ask mommy about deckchair" 		
CF ] Garden 		
CF | > 		
CF | > ASK MOMMY ABOUT DECKCHAIR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis asks, "mommy/mummy?"
DavidW says (to ClubFloyd), "ask mummy about deckchair" 		
CF ] Garden 		
CF | > 		
CF | > ASK MUMMY ABOUT DECKCHAIR 		
CF | 		
CF | "I hope it's comfortable enough," 		
CF | 		
CF | That urge to rock on the deckchair just won't go away... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Garden 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You get off the deckchair. 		
CF | 		
CF | Garden 		
CF | You are in the garden. Your beautiful wife and daughters are here, and 		
CF | have made a great effort to transform your back garden into a party 		
CF | venue. You can go back into the house to the southeast. 		
CF | 		
CF | On the wooden table is a Nutella cake. 		
CF | 		
CF | You can also see an icepack, a deckchair, Mummy and your daughters 		
CF | here. 		
CF | 		
CF | > 		Knight_Otu says, ""Cause if you did, we'll have to bolt down all the chairs. You know the rules.""
DavidW says (to ClubFloyd), "x flowers" 		
CF ] Garden 		
CF | > 		
CF | > X FLOWERS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis asks, "Cut, and distribute, the cake?"
DavidW says (to ClubFloyd), "cut cake" 		
CF ] Garden 		
CF | > 		
CF | > CUT CAKE 		
CF | 		
CF | You eat a slice of Nutella cake. Your favourite. NOM NOM NOM! 		
CF | 		
CF | 		
CF | 		
CF | *** Successful birthday *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		Knight_Otu says, "Nice."
		MoyTravis exclaims, "Hooray!"
		Jacqueline exclaims, "Hooray no hospital visit!"
		DavidW says, "also, quite short indeed."
		Karona exclaims, "LOL!"
		DavidW says, "I'm curious to see the original walkthrough."
		MoyTravis says, "That was great."
DavidW says (to ClubFloyd), "undo" 		
CF ] Garden 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Garden 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Knight_Otu says, "That was a cute game."
DavidW says (to ClubFloyd), "walkthrough" 		
CF ] Garden 		
CF | > 		
CF | > WALKTHROUGH 		
CF | 		
CF | Glulx graphics unsupported: you can view the walkthrough as a separate 		
CF | PDF instead. 		
CF | 		
CF | > 		MoyTravis says, "Ha."
DavidW says (to ClubFloyd), "eat cake" 		
CF ] Garden 		
CF | > 		
CF | > EAT CAKE 		
CF | 		
CF | You eat a slice of Nutella cake. Your favourite. NOM NOM NOM! 		
CF | 		
CF | 		
CF | 		
CF | *** Successful birthday *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		DavidW says, "I guess they wanted the handwriting to be preserved."
		Knight_Otu says, "Possibly."
		DavidW asks, "That was a pleasant game. Do we feel like trying Foreign Soil now?"
		MoyTravis says, "I'm down."
		Jacqueline says, "I feel like that will be a very different game. But sure."
DavidW 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?" 		
DavidW says (to ClubFloyd), "load sleepmask foreignsoil" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | 		
CF | 		
CF | Puffing and roaring, the ship slowly touches down on the orange sand. 		
CF | Then the engines die and it becomes quiet again. Only the sand under 		
CF | the engines, which had melted into glass, still bubbles and smokes. 		
CF | Inside the caravel are cool dark passages with small lights here and 		
CF | there. The ship's distributed processors decide the conditions are met 		
CF | to wake a pilgrim. So the displays on the pilgrim's sarcophagus begin 		
CF | to light up and show readings from the sensors inside. Nobody is there 		
CF | to read them anyway. 		
CF | 		
CF | The cervix at the bottom of the sarcophagus opens and the escaping 		
CF | liquid disappears gurgling in the drain below. The cervix opens 		
CF | further and further and the body of the pilgrim behind it slowly sinks 		
CF | down. Finally it slips out, feet first, onto the floor in front of the 		
CF | sarcophagus. The limp, wet body seems lifeless, but then it begins to 		
CF | twitch and choke. The pilgrim gasps and eventually she raises her 		
CF | torso and leans on her shaky arms. 		
CF | 		
CF | Foreign Soil 		
CF | An Interactive Fiction by Olaf Nowacki 		
CF | Release 2 / Serial number 210701 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Please type "script" and send your personal playthrough to 		
CF | olaf.nowacki@gmail.com so I can improve the game experience! Type 		
CF | "about" for credits and other information. 		
CF | 		
CF | Undefinable Blurry Brown 		
CF | You are coughing and gasping for breath, struggling to keep your torso 		
CF | upright. Your mind is foggy and your sense of balance is so confused 		
CF | that it feels like you are falling all the time. 		
CF | 		
CF | You can hardly see anything around you, everything just looks blurry 		
CF | brown. 		
CF | 		
CF | > 		Knight_Otu says, "It will be a very different game."
		Jacqueline says, "OH THIS"
		Knight_Otu says, "Yes this."
		DavidW asks, "If I recall, there's a box with a light?"
		Jacqueline says, "I remember this now."
DavidW says (to ClubFloyd), "focus" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > FOCUS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > LOOK 		
CF | 		
CF | Undefinable Blurry Brown 		
CF | You can hardly see anything around you, everything just looks blurry 		
CF | brown. 		
CF | 		
CF | You feel the nausea rise in you and without being able to do anything 		
CF | about it you vomit your stomach contents onto the floor. In addition 		
CF | to all the unpleasant sensations, there is now the bitter and sour 		
CF | taste in your mouth. But at least your sense of balance is gradually 		
CF | normalizing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > X ME 		
CF | 		
CF | A detailed examination is difficult at the moment, but you feel your 		
CF | face and everything is still there. As far as you can tell, you're 		
CF | still yourself, Valerie. You're just not doing so well at the moment. 		
CF | You're a bit shaky. 		
CF | 		
CF | Very slowly and only a little bit your vision improves and in the 		
CF | brown mist in front of you there now seems to be a bright, pulsating 		
CF | spot. 		
CF | 		
CF | > 		DavidW says, "This has much more detail than before."
DavidW says (to ClubFloyd), "x spot" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > X SPOT 		
CF | 		
CF | Your hand gropes for the shining spot and feels a smooth surface. With 		
CF | the touch of your fingers, a faded memory comes back: there must be 		
CF | something good under the spot. 		
CF | 		
CF | Another sensation suddenly comes to your mind: cold. Your wet skin, 		
CF | goose bumps and the shivering fit that runs through your body in 		
CF | recurring waves. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under spot" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > LOOK UNDER SPOT 		
CF | 		
CF | Your hand moves to the edge and pushes it up. The pulsating light 		
CF | folds up and your hand gropes down into the hollow below. There is 		
CF | something in it, something that is rough and soft at the same time ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take something" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > TAKE SOMETHING 		
CF | 		
CF | You take the rough and soft thing out of the hollow and pull it 		
CF | towards you. Your mind is still sluggish and cannot grasp what it is, 		
CF | but your body knows it and clings to it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "clean me" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > CLEAN ME 		
CF | 		
CF | Your attempt to cleanyourself is in vain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x towel" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > X TOWEL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a rough and soft thing 		
CF | 		
CF | Your body is trembling terribly with cold. There is no question that 		
CF | you should do something about it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear thing" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > WEAR THING 		
CF | 		
CF | You are still too woozy to know what the thing is, so you give in to 		
CF | your instinct. With both hands you press the thing into your face, 		
CF | against your nose and the thing exudes a familiar smell. It smells 		
CF | good, it smells fresh, it smells fresh ... fresh ... fresh laundry! It 		
CF | is a terry towel. 		
CF | 		
CF | Your body is wet and shivering from the cold. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear towel" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > WEAR TOWEL 		
CF | 		
CF | You wrap yourself in the towel and feel less naked. Even if your mind 		
CF | comes back gradually, your senses still work only to a limited extent. 		
CF | 		
CF | Your body is trembling terribly with cold. There is no question that 		
CF | you should do something about it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under spot" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > LOOK UNDER SPOT 		
CF | 		
CF | That's already open. 		
CF | 		
CF | > 		Knight_Otu says, "I think now we can clean ourselves."
DavidW says (to ClubFloyd), "clean me" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > CLEAN ME 		
CF | 		
CF | Your attempt to cleanyourself is in vain. 		
CF | 		
CF | Your body is wet and shivering from the cold. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "clean me with towel" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > CLEAN ME WITH TOWEL 		
CF | 		
CF | You already have that. 		
CF | 		
CF | You rub your body with the towel and feel how your skin becomes dry 		
CF | and supplied with blood. You feel the warmth returning and the 		
CF | shivering goes away. 		
CF | 		
CF | > 		Knight_Otu says, "H,."
DavidW says (to ClubFloyd), "look" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > LOOK 		
CF | 		
CF | Undefinable Blurry Brown 		
CF | You can hardly see anything around you, everything just looks blurry 		
CF | brown. 		
CF | 		
CF | Nevertheless, there is a bright, pulsating spot inside the brown that 		
CF | surrounds you. 		
CF | 		
CF | > 		Knight_Otu says, "Er, hm."
DavidW says (to ClubFloyd), "x spot" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > X SPOT 		
CF | 		
CF | Again your hand gropes down into the hollow below and you feel a small 		
CF | pen-shaped object in it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take pen" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > TAKE PEN 		
CF | 		
CF | You take the pen-shaped object and feel that it is also very 		
CF | important. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pen" 		
CF ] Undefinable Blurry Brown 		
CF ] Exits: None 		
CF | 		
CF | > X PEN 		
CF | 		
CF | A short slim rod with a smooth surface and a button on one side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: DOWN 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You don't know exactly what you're doing. It's like your hand is 		
CF | acting on its own, holding the pen to your upper arm, and then 		
CF | pressing the button. You feel the sting, the burning in your arm and 		
CF | how the tingling immediately spreads all over your body. Your ears 		
CF | roar and your eyes burn as if you were suddenly looking into a very 		
CF | bright and hot light. Your heart is pounding wildly and you can feel 		
CF | the energy pouring into your muscles. You're awake! Absolutely awake! 		
CF | 		
CF | Sarcophagi Chamber 		
CF | This is a flat circular room with sparse lighting. Six sarcophagi 		
CF | stand in a circle around you. 		
CF | 		
CF | A ladder in an opening leads down through the floor. 		
CF | 		
CF | There is also a small compartment embedded in the floor. 		
CF | 		
CF | Now that you can think more clearly again, you realise that you are 		
CF | quite thirsty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sarcophagi" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: DOWN 		
CF | 		
CF | > X SARCOPHAGI 		
CF | 		
CF | Which do you mean, the closed coffins or the open coffins? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "closed" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: DOWN 		
CF | 		
CF | > CLOSED 		
CF | 		
CF | These sarcophagi are so-called transport coffins. They have the shapes 		
CF | of human bodies and stand evenly-distributed in a circle against the 		
CF | round wall. Each of them is richly decorated with ornaments. It looks 		
CF | as if four of the coffins are still closed. 		
CF | 		
CF | > 		MoyTravis says, "Oh hey we might get NPCs."
DavidW says (to ClubFloyd), "d" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved (let's say) southern wall. 		
CF | 		
CF | Several protective suits hang next to the hatch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x suit" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X SUIT 		
CF | 		
CF | The suits hang limply on the wall and look as if they were made to 		
CF | save people from instant death in a hostile atmosphere. But presumably 		
CF | not from medium-term death. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove towel" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > REMOVE TOWEL 		
CF | 		
CF | Your attempt to cleanthe terry towel is in vain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear suit" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > WEAR SUIT 		
CF | 		
CF | You take one of the protective suits. 		
CF | 		
CF | Getting into the suit, you notice that it doesn't fit. You still have 		
CF | the towel on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take off towel" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > TAKE OFF TOWEL 		
CF | 		
CF | You unwrap yourself from the towel, and you feel cold and naked again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear suit" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > WEAR SUIT 		
CF | 		
CF | You get into the protective suit. The suit fits you so-so. It's a bit 		
CF | too big, but you can move quite well in it. 		
CF | 		
CF | You pull the hood with the transparent visor over your head and as you 		
CF | close it over your sternum, you feel déjà vu. 		
CF | 		
CF | You are really quite thirsty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x panel" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X PANEL 		
CF | 		
CF | The control panel is a rather impressive array of different buttons 		
CF | arranged around a monitor. On the side there is something that looks 		
CF | like a drinks dispenser. 		
CF | 		
CF | > 		DavidW says, "That's new."
DavidW says (to ClubFloyd), "x dispenser" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X DISPENSER 		
CF | 		
CF | This is a small compartment for a bottle, with a transparent plastic 		
CF | pane in front that can be pushed up and down. 		
CF | 		
CF | Now you see that there is a bottle (empty) on the floor below the 		
CF | dispenser. 		
CF | 		
CF | > 		MoyTravis says, "Well let's get some...drink."
DavidW says (to ClubFloyd), "put bottle in it" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > PUT BOTTLE IN IT 		
CF | 		
CF | (first taking the bottle (empty)) 		
CF | The drinks dispenser is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open dispenser" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > OPEN DISPENSER 		
CF | 		
CF | You push the pane up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put bottle in it" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > PUT BOTTLE IN IT 		
CF | 		
CF | You put the bottle (empty) into the drinks dispenser. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close dispenser" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > CLOSE DISPENSER 		
CF | 		
CF | You push the pane down. 		
CF | 		
CF | You can see the bottle being filled with water. 		
CF | 		
CF | You are very thirsty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | What the?! The pane can no longer go up! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bottle" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X BOTTLE 		
CF | 		
CF | The bottle is in the compartment of the drinks dispenser. It is full 		
CF | of water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open dispenser" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > OPEN DISPENSER 		
CF | 		
CF | Really, the pane is stuck! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dispenser" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X DISPENSER 		
CF | 		
CF | This is a small compartment for a bottle, with a transparent plastic 		
CF | pane in front. 		
CF | 		
CF | In the drinks dispenser is a bottle (full of water). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break pane" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > BREAK PANE 		
CF | 		
CF | Sometimes it has to be violence! 		
CF | 		
CF | With a strong kick you break the pane. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bottle" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > TAKE BOTTLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drink water" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > DRINK WATER 		
CF | 		
CF | You open the bottle and gulp down the water in one go. 		
CF | 		
CF | Uhhh! Refreshing! You are no longer thirsty. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Oh, wow, violence was the answer again!"
DavidW says (to ClubFloyd), "look" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > LOOK 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		MoyTravis says, "Don't drink it all at once, you'll make yourself sick."
DavidW says (to ClubFloyd), "x panel" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X PANEL 		
CF | 		
CF | The control panel is a rather impressive array of different buttons 		
CF | arranged around a monitor. On the side there is something that looks 		
CF | like a drinks dispenser. 		
CF | 		
CF | > 		Jacqueline says, "Violence has been making a big comeback in IF lately."
DavidW says (to ClubFloyd), "x buttons" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X BUTTONS 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that flashing red square button over there, it 		
CF | seems to be particularly important. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push red square" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > PUSH RED SQUARE 		
CF | 		
CF | Hesitantly, you press the button, knowing that you have no idea what 		
CF | it is for. Then you wait tensely for a reaction. And? 		
CF | 		
CF | Apparently there is none. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x monitor" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X MONITOR 		
CF | 		
CF | A lot of numbers and data are displayed on the screen, in a barely 		
CF | legible font. The values seem to be OK, but the tank is empty and the 		
CF | battery probably won't last much longer either. The ship (and 		
CF | therefore you) is on the planet Trappist-1c, about 40 light years away 		
CF | from Earth. Apparently you slept in the sarcophagus for quite a 		
CF | while... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x buttons" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X BUTTONS 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that lit white oval button over there, it 		
CF | seems to be particularly important. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push white oval" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > PUSH WHITE OVAL 		
CF | 		
CF | Again you press a button, although you have no idea what it is for. 		
CF | Then you wait tensely for a reaction. And? 		
CF | 		
CF | Apparently there is none. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x buttons" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X BUTTONS 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that dark red triangular button over there, it 		
CF | seems to be particularly important. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push dark red triangular" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > PUSH DARK RED TRIANGULAR 		
CF | 		
CF | Again you press a button, although you have no idea what it is for. 		
CF | Then you wait tensely for a reaction. And? 		
CF | 		
CF | Apparently there is none. 		
CF | 		
CF | > 		Knight_Otu says, "I hope none of the buttons are a self-destruct now."
DavidW says (to ClubFloyd), "x buttons" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X BUTTONS 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that flashing white square button over there, 		
CF | it seems to be particularly important. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push flashing white square" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > PUSH FLASHING WHITE SQUARE 		
CF | 		
CF | Again you press a button, although you have no idea what it is for. 		
CF | Then you wait tensely for a reaction. And? 		
CF | 		
CF | Apparently there is none. 		
CF | 		
CF | > 		Jacqueline says, "After that last game, where our compulsions lead to injury, all this compulsory button pressing that leads to nothing has me anxious."
DavidW says (to ClubFloyd), "x buttons" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X BUTTONS 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that lit green round button over there, it 		
CF | seems to be particularly important. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > G 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that flashing purple triangular button over 		
CF | there, it seems to be particularly important. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > G 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that dark yellow oval button over there, it 		
CF | seems to be particularly important. 		
CF | 		
CF | > 		DavidW says, "okay. It's always a dumb random button."
		Knight_Otu says, "I guess the buttons are simply randomly generated."
DavidW says (to ClubFloyd), "read buttons" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > READ BUTTONS 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that lit green triangular button over there, 		
CF | it seems to be particularly important. 		
CF | 		
CF | > 		Jacqueline says, "They're there to make me anxious."
DavidW says (to ClubFloyd), "read monitor" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > READ MONITOR 		
CF | 		
CF | A lot of numbers and data are displayed on the screen, in a barely 		
CF | legible font. The values seem to be OK, but the tank is empty and the 		
CF | battery probably won't last much longer either. The ship is on the 		
CF | planet Trappist-1c, about 40 light years away from Earth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tank" 		
CF ] Control Room 		
CF ] Exits: SOUTH up 		
CF | 		
CF | > X TANK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW asks, "south?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "s" 		
CF ] Airlock 		
CF ] Exits: north SOUTH 		
CF | 		
CF | > S 		
CF | 		
CF | (first opening the inner airlock hatch) 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | A hollow voice sounds from somewhere: 		
CF | "Dear pilgrim! You are about to take the first step on this planet. 		
CF | It's not just your first step, it's a man's first step ever!" 		
CF | 		Jacqueline says, "Sure"
CF | "A woman's," you say out loud. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close inner door" 		
CF ] Airlock 		
CF ] Exits: north SOUTH 		
CF | 		
CF | > CLOSE INNER DOOR 		
CF | 		
CF | You close the inner airlock hatch. 		
CF | 		
CF | A hollow voice sounds from somewhere: 		
CF | "Please make sure that you have properly put on a protective suit!" 		
CF | 		
CF | You draw a V in the air and say, "Check." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Airlock 		
CF ] Exits: north SOUTH 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A hollow voice sounds from somewhere: 		
CF | "If you manage to establish a colony on this planet together with the 		
CF | other former inmates, then you will be released from your sentence and 		
CF | you will be able to walk as a proud, free man on the surface of this 		
CF | planet, your planet!" 		
CF | 		
CF | "As a free woman!" you scold and then mutter "And you can stick your 		
CF | pride up your ass!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Airlock 		
CF ] Exits: north SOUTH 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A hollow voice sounds from somewhere: 		
CF | "However, in order to be able to achieve this goal, it is of the 		
CF | utmost importance that you first of all a... krr krr ..." The voice 		
CF | stops with a brief crackle. 		
CF | 		
CF | You close your eyes and exhale in annoyance. 		
CF | 		
CF | "That's quite an achievement, to disappoint even though there were NO 		
CF | expectations." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Airlock 		
CF ] Exits: north SOUTH 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow Ledge 		
CF ] Exits: north DOWN 		
CF | 		
CF | > S 		
CF | 		
CF | You open the outer hatch and with a slight hiss the air escapes from 		
CF | the room. 		
CF | 		
CF | You duck your head and climb through the hatch. 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. 		
CF | 		
CF | Your gaze pans slowly from one side to the other. You're trying to 		
CF | stay calm and adequately absorb that first impression, but your heart 		
CF | is beating wildly in your chest and you can feel your hands getting 		
CF | sweaty. 		
CF | 		
CF | From here you can see that the spaceship is in the middle of a huge 		
CF | crater with a very steep rim. Looking up, you can see that the sun is 		
CF | directly above you. As far as the eye can see, the crater ground is 		
CF | covered in orange sand and it doesn't look like anything has ever 		
CF | lived here, not in a billion years. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		Knight_Otu says, "Checklist - no check."
Jacqueline says (to ClubFloyd), "remember crimes" 		
CF ] Narrow Ledge 		
CF ] Exits: north DOWN 		
CF | 		
CF | > REMEMBER CRIMES 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x crater" 		
CF ] Narrow Ledge 		
CF ] Exits: north DOWN 		
CF | 		
CF | > X CRATER 		
CF | 		
CF | (huge crater) 		
CF | The crater is probably three to four hundred metres in diameter, if 		
CF | not more, and its entire surface seems to be made of orange sand or 		
CF | stone. All around, the crater rim rises steeply. Not many things are 		
CF | able to make such a large gash in the surface of a planet. 		
CF | 		
CF | > 		DavidW says, "hm. This ledge is new too."
DavidW says (to ClubFloyd), "d" 		
CF ] In Front of the Ship 		
CF ] Exits: NORTH SOUTH EAST WEST up INSIDE 		
CF | 		
CF | > D 		
CF | 		
CF | You carefully step down the rungs, being wary not to lose your 		
CF | footing. 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large sliding 		
CF | door with a bulky lever. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen. 		
CF | 		
CF | Just the place for someone with agoraphobia. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] In Front of the Ship 		
CF ] Exits: NORTH SOUTH EAST WEST up INSIDE 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | The large sliding door is at the end of the stern, about a meter above 		
CF | the surface of the planet. It is closed. Next to it is a bulky lever. 		
CF | 		
CF | Something is lurking in the dark belly of the ship, making clattering 		
CF | and hissing noises. 		
CF | 		
CF | > 		
MoyTravis goes home. 		
DavidW says (to ClubFloyd), "x door" 		
CF ] In Front of the Ship 		
CF ] Exits: NORTH SOUTH EAST WEST up INSIDE 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | The large sliding door is at the end of the stern, about a meter above 		
CF | the surface of the planet. It is closed. Next to it is a bulky lever. 		
CF | 		
CF | Something is lurking in the dark belly of the ship, making clattering 		
CF | and hissing noises. 		
CF | 		
CF | > 		Knight_Otu says, "Whoever sent our ship didn't care at all, it feels like."
DavidW says (to ClubFloyd), "pull lever" 		
CF ] In Front of the Ship 		
CF ] Exits: NORTH SOUTH EAST WEST up INSIDE 		
CF | 		
CF | > PULL LEVER 		
CF | 		
CF | You have to really strain to pull the chunky lever down, but 		
CF | eventually you get it and it clicks into place at the bottom. The door 		
CF | slides smoothly to the side and opens the way into the gloomy belly of 		
CF | the ship. 		
CF | 		
CF | Something is lurking in the dark, making clattering and hissing 		
CF | noises. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | You climb up into the door frame and enter the 		
CF | 		
CF | Hold 		
CF | The gloomy cargo space is only illuminated at the entrance by the 		
CF | light falling in from outside. You peer cautiously into the darkness, 		
CF | wondering where the rattling and hissing might be coming from, as a 		
CF | wildly gesticulating robot rolls out of the darkness. 		
CF | 		
CF | Close to the door lies a large metal plate on the floor. 		
CF | 		
CF | The robot stands in the penumbra next to the door frame. It wriggles 		
CF | around with its three thin arms, making hissing noises. As if it 		
CF | urgently needs to go to the bathroom. 		
CF | 		
CF | There is a light switch right next to the door frame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on switch" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > TURN ON SWITCH 		
CF | 		
CF | You flip the switch but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off switch" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > TURN OFF SWITCH 		
CF | 		
CF | You flip the switch but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X ROBOT 		
CF | 		
CF | The robot looks like a strange big insect. It has a chain drive 		
CF | instead of legs, on which sits a deformed, slim upper body with three 		
CF | fragile-looking arms. At the top, the whole thing is closed off by a 		
CF | cylindrical thing that seems far too small for a head. You've never 		
CF | really liked these machines, but this one actually disgusts you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x panel" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X PANEL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hatch" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X HATCH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > L 		
CF | 		
CF | Hold 		
CF | The gloomy cargo space is only illuminated at the entrance by the 		
CF | light falling in from outside. 		
CF | 		
CF | Close to the door lies a large metal plate on the floor. 		
CF | 		
CF | The robot stands in the penumbra next to the door frame. It wriggles 		
CF | around with its three thin arms, making hissing noises. It seems 		
CF | impatient. 		
CF | 		
CF | There is a (dysfunctional) light switch right next to the door frame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plate" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X PLATE 		
CF | 		
CF | The plate is approximately 1.5 by 3 meters and as thick as your little 		
CF | finger. It looks stable and heavy. Presumably it is made of a carbon 		
CF | fiber steel alloy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open plate" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > OPEN PLATE 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask robot about robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > ASK ROBOT ABOUT ROBOT 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on plate" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > STAND ON PLATE 		
CF | 		
CF | That's not something you can stand on. 		
CF | 		
CF | > 		Knight_Otu asks, "Lift it?"
DavidW says (to ClubFloyd), "lift plate" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > LIFT PLATE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		Roger asks, "the rare DIAGNOSE ?"
DavidW says (to ClubFloyd), "diagnose" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > DIAGNOSE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > LOOK 		
CF | 		
CF | Hold 		
CF | The gloomy cargo space is only illuminated at the entrance by the 		
CF | light falling in from outside. 		
CF | 		
CF | Close to the door lies a large metal plate on the floor. 		
CF | 		
CF | The robot stands in the penumbra next to the door frame. It wriggles 		
CF | around with its three thin arms, making hissing noises. As if it 		
CF | urgently needs to go to the bathroom. 		
CF | 		
CF | There is a (dysfunctional) light switch right next to the door frame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > TAKE ROBOT 		
CF | 		
CF | I don't suppose the robot would care for that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, follow me" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > ROBOT, FOLLOW ME 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		Roger says, "the light switch is extremely passive-aggressive"
		Jacqueline says, "One of those buttons we pressed turned off power in this location. (Kidding.)"
		Roger says, "in a co-dependent relationship with the breaker"
		DavidW says, "I'm not sure what to do about the robot just yet."
		DavidW asks, "Explore more of the crater?"
Knight_Otu says (to ClubFloyd), "robot, take plate" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > ROBOT, TAKE PLATE 		
CF | 		
CF | The robot has better things to do. 		
CF | 		
CF | > 		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "out" 		
CF ] In Front of the Ship 		
CF ] Exits: NORTH SOUTH EAST WEST up inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | From the door frame you jump down onto the planet's surface. 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rock" 		
CF ] In Front of the Ship 		
CF ] Exits: NORTH SOUTH EAST WEST up inside 		
CF | 		
CF | > X ROCK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Western Crater 		
CF ] Exits: NORTH SOUTH east DOWN 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western Crater 		
CF | You are in the great barren plain, between the western rim of the 		
CF | crater and the ship to the east. 		
CF | 		
CF | A large rock formation protrudes here from the steep crater slope. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rock" 		
CF ] Western Crater 		
CF ] Exits: NORTH SOUTH east DOWN 		
CF | 		
CF | > X ROCK 		
CF | 		
CF | The rock formation is about 10 meters high. You're not an expert, but 		
CF | it's probably very sturdy limestone. At the bottom of it is a deep 		
CF | cavity that looks like a cave entrance, but it's blocked by numerous 		
CF | fallen stones. 		
CF | 		
CF | > 		Knight_Otu says, "That sounds like a job for a robot."
		DavidW asks, "hm. Shovel needed, I guess? Or tnt?"
		DavidW says, "or robot, maybe, yeah."
DavidW says (to ClubFloyd), "w" 		
CF ] Western Crater 		
CF ] Exits: NORTH SOUTH east DOWN 		
CF | 		
CF | > W 		
CF | 		
CF | On this side of the crater, the slope is very steep and consists only 		
CF | of loose and friable rock fragments. You try to climb up, but after a 		
CF | few meters the ground crumbles under your feet and you slide down 		
CF | again. Eventually you give up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern Crater 		
CF ] Exits: south EAST west UP 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. Space for the colony to grow, as they say. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		DavidW says, "I want to see the rest of the crater before leaving it."
		Jacqueline says, "Sure."
DavidW says (to ClubFloyd), "e" 		
CF ] Eastern Crater 		
CF ] Exits: north SOUTH west 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Eastern Crater 		
CF | You are halfway between the ship in the west and the very steep crater 		
CF | rim in the east. 		
CF | 		
CF | This part of the crater gets a lot of sun, so.... 		
CF | 		
CF | Ok, all parts of the crater get a lot of sun, and yet: this should be 		
CF | a great place for a vineyard slope! 		
CF | 		
CF | But only if the terraforming works. And even then, probably not for 		
CF | another 1,000 years. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
		Jacqueline asks, "About this robot, though, isn't it fragile-looking?"
		DavidW says, "I think a solar panel would go good here."
		DavidW says, "For repowering our batteries."
DavidW says (to ClubFloyd), "s" 		
CF ] Southern Crater 		
CF ] Exits: north east west 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern Crater 		
CF | You are in the southern part of the crater. The crater rim south of 		
CF | here rises very steeply and the flat orange wasteland looks just as 		
CF | monotonous as in the rest of the crater. The ship is to the north. 		
CF | 		
CF | > 		DavidW says, "The geography is much improved."
		DavidW says, "This is much better than the Introcomp version."
DavidW says (to ClubFloyd), "n" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern Crater 		
CF ] Exits: south east west UP 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] On the northern slope 		
CF ] Exits: UP down 		
CF | 		
CF | > U 		
CF | 		
CF | The ground on the slope is friable and crumbles under your feet. Again 		
CF | and again you slip and drift hard-earned meters back towards the 		
CF | center of the crater. In small serpentines you work your way up piece 		
CF | by piece. 		
CF | 		
CF | Then you take a short break and look around: Two-thirds of the way up 		
CF | is done and you are now 		
CF | 		
CF | On the northern slope 		
CF | Standing on the steep northern slope you have a good overview of the 		
CF | crater. The ship in its middle looks pretty small and lost. 		
CF | 		
CF | Further up to the north, on the rim of the crater, the view must be 		
CF | even better. The slope is getting steeper and steeper there, but the 		
CF | ground seems increasingly solid and forms narrow steps here and there, 		
CF | on which you should be able to climb up. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "x ship" 		
CF ] On the northern slope 		
CF ] Exits: UP down 		
CF | 		
CF | > X SHIP 		
CF | 		
CF | The small bulbous spaceship shines in the sunlight. 		
CF | 		
CF | The marker on the sleeve of your suit lights up purple. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x marker" 		
CF ] On the northern slope 		
CF ] Exits: UP down 		
CF | 		
CF | > X MARKER 		
CF | 		
CF | You check the marker on your suit: it is purple. 		
CF | 		
CF | > 		Knight_Otu says, "That could be bad."
		DavidW asks, "What does that mean? Limited air?"
		Jacqueline says, "Is that bad? Seems like it probably not good."
Knight_Otu says (to ClubFloyd), "x sleeve" 		
CF ] On the northern slope 		
CF ] Exits: UP down 		
CF | 		
CF | > X SLEEVE 		
CF | 		
CF | You check the marker on your suit: it is purple. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Northern rim of the crater 		
CF ] Exits: NORTH SOUTHEAST SOUTHWEST down 		
CF | 		
CF | > U 		
CF | 		
CF | The last part of the ascent takes at least as long as the first. Again 		
CF | and again you have to look for ledges to hold onto. One wrong step and 		
CF | you could fall into the depths, possibly fatally. 		
CF | 		
CF | But finally you reach the top of the crater rim with a pounding heart 		
CF | but otherwise safe and sound. Hopefully, the descent will not end in 		
CF | disaster. 		
CF | 		
CF | Northern rim of the crater 		
CF | You are at the rim of the crater, which you can completely overlook 		
CF | from here. The crater itself is in the south, its rim curving from 		
CF | southeast to southwest. To the north, you see the monotonous (and 		
CF | probably endless) orange desert of this planet. 		
CF | 		
CF | You can see your footprints where you climbed the rim. 		
CF | 		
CF | > 		
Karona sings out of key, the fish jumps out of the jug and slaps her in the face, and she shuffles home looking ashamed. 		Knight_Otu asks, "I was thinking radioactivity but maybe air?"
		DavidW asks, "Which way? N, SW or SE?"
		Knight_Otu asks, "Round the crater first, maybe?"
DavidW says (to ClubFloyd), "se" 		
CF ] Eastern rim of the crater 		
CF ] Exits: northwest SOUTHWEST EAST 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Eastern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the east is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast NORTHWEST SOUTH 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Southern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from east to 		
CF | west. To the south is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the north. 		
CF | 		
CF | A large spherical boulder lies on the edge of the crater. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Jacqueline says, "Tattoine."
DavidW says (to ClubFloyd), "x boulder" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast NORTHWEST SOUTH 		
CF | 		
CF | > X BOULDER 		
CF | 		
CF | The rock has a diameter of about two metres and is amazingly round 		
CF | like a sphere. It is lying right on the edge of the crater - strange 		
CF | that it hasn't rolled down yet. 		
CF | 		
CF | > 		DavidW says, "That seems dangerous. It could smash into the ship."
		Knight_Otu says, "Yes, game, we heard you when you said the boulder is round. We still lack a why, though."
		DavidW says, "Obviously we should push it at some point."
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "nw" 		
CF ] Western rim of the crater 		
CF ] Exits: northeast southeast WEST 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Western rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the west is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the east. 		
CF | 		
CF | > 		DavidW says, "hm. There's paths in cardinal directions away from the crater."
		Knight_Otu says, "I suspect that we can't go away from the crater much if at all, but we can try."
DavidW says (to ClubFloyd), "w" 		
CF ] Western Desert 		
CF ] Exits: east 		
CF | 		
CF | > W 		
CF | 		
CF | You move a few metres (certainly not more than a hundred) away from 		
CF | the crater rim, then turn around and look back. 		
CF | 		
CF | Western Desert 		
CF | The crater is already barely visible from here, its flat rim blending 		
CF | into the orange wasteland around you, which looks absolutely the same 		
CF | in every direction. 		
CF | 		
CF | There are clearly no landmarks to guide you should you dare to venture 		
CF | further into this flat desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Western rim of the crater 		
CF ] Exits: northeast southeast west 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Western rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the west is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Northern rim of the crater 		
CF ] Exits: NORTH southeast southwest down 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern rim of the crater 		
CF | You are at the rim of the crater, which you can completely overlook 		
CF | from here. The crater itself is in the south, its rim curving from 		
CF | southeast to southwest. To the north, you see the monotonous (and 		
CF | probably endless) orange desert of this planet. 		
CF | 		
CF | You can see your footprints where you climbed the rim. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright red. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern Desert 		
CF ] Exits: south 		
CF | 		
CF | > N 		
CF | 		
CF | You move a few metres (certainly not more than a hundred) away from 		
CF | the crater rim, then turn around and look back. 		
CF | 		
CF | Northern Desert 		
CF | The crater is already barely visible from here, its flat rim blending 		
CF | into the orange wasteland around you, which looks absolutely the same 		
CF | in every direction. 		
CF | 		
CF | There are clearly no landmarks to guide you should you dare to venture 		
CF | further into this flat desert. 		
CF | 		
CF | > 		Jacqueline says, "Aw. I wanted to see the *** DESERT DEATH *** ending."
DavidW says (to ClubFloyd), "n" 		
CF ] Northern rim of the crater 		
CF ] Exits: north southeast southwest down 		
CF | 		
CF | > N 		
CF | 		
CF | Somewhere in the flat orange desert 		
CF | You knew it wouldn't be a good idea. You knew the danger. The only 		
CF | question remains: What made you do it anyway? Cockiness? Desperation? 		
CF | 		
CF | Under your feet and as far as you can see, there is nothing but orange 		
CF | sand that swallows your footsteps without leaving any visible 		
CF | imprints. And the sun is directly above you. Within no time you 		
CF | couldn't tell where you had come from. 		
CF | 		
CF | Narrowing your eyes, you try to make out something special on the 		
CF | horizon, but there is simply nothing. The chances of finding the 		
CF | crater again are close to zero. You could be standing a few metres 		
CF | from it and still not recognise it. 		
CF | 		
CF | You know you are lost. Yet you keep walking, walking as a last defence 		
CF | against the inevitable panic, against the fear of dying. Your breath 		
CF | goes faster than it should. You see the marker on your wrist, turning 		
CF | redder and redder, finally flashing red frantically. Red as in dead. 		
CF | 		
CF | 		
CF | This should be 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | Somehow this isn't fully satisfying.... So: you just pretend you 		
CF | didn't do this and I'll pretend it didn't happen, ok? 		
CF | 		
CF | Life goes on. 		
CF | 		
CF | Northern rim of the crater 		
CF | You are at the rim of the crater, which you can completely overlook 		
CF | from here. The crater itself is in the south, its rim curving from 		
CF | southeast to southwest. To the north, you see the monotonous (and 		
CF | probably endless) orange desert of this planet. 		
CF | 		
CF | You can see your footprints where you climbed the rim. 		
CF | 		
CF | 		
CF | 		
CF | > 		Jacqueline exclaims, "Okay. Yay. Thank you!"
		Jacqueline says, "At least we died free."
		DavidW says, "Seems like the red means air is low."
DavidW says (to ClubFloyd), "d" 		
CF ] On the northern slope 		
CF ] Exits: up down 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | On the northern slope 		
CF | Standing on the steep northern slope you have a good overview of the 		
CF | crater. The ship in its middle looks pretty small and lost. 		
CF | 		
CF | Further up to the north is the rim of the crater. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Northern Crater 		
CF ] Exits: south east west up 		
CF | 		
CF | > D 		
CF | 		
CF | Going down is of course easier than going up. At least until the 		
CF | ground crumbles from under your feet. You first slip, then stumble and 		
CF | finally have to run to avoid falling. But in the end you arrive at the 		
CF | bottom of the slope, sweating, panting and with a wildly beating 		
CF | heart. 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close outer door" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE OUTER DOOR 		
CF | 		
CF | You close the outer hatch and a deep hissing sound is heard; the cabin 		
CF | is filled with air again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open inner door" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > OPEN INNER DOOR 		
CF | 		
CF | You open the inner airlock hatch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x marker" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > X MARKER 		
CF | 		
CF | You check the marker on your suit: it is blue. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, air seems likely, yeah."
		DavidW asks, "Where's our owner's guide for this suit?"
DavidW says (to ClubFloyd), "u" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x monitor" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > X MONITOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x monitor" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > X MONITOR 		
CF | 		
CF | A lot of numbers and data are displayed on the screen, in a barely 		
CF | legible font. The values seem to be OK, but the tank is empty and the 		
CF | battery probably won't last much longer either. The ship is on the 		
CF | planet Trappist-1c, about 40 light years away from Earth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tank" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > X TANK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Sarcophagi Chamber 		
CF | This is a flat circular room with sparse lighting. Six sarcophagi 		
CF | stand in a circle around you. 		
CF | 		
CF | A ladder in an opening leads down through the floor. 		
CF | 		
CF | There is also a small compartment embedded in the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x compartment" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X COMPARTMENT 		
CF | 		
CF | The small compartment has a lid with rounded edges and a soft surface. 		
CF | It has stopped pulsing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in sarcophagus" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > LOOK IN SARCOPHAGUS 		
CF | 		
CF | Which do you mean, the closed coffins or the open coffins? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > OPEN 		
CF | 		
CF | (the closed coffins) 		
CF | You examine one of the closed transport coffins to see if you can open 		
CF | it, but cannot find a direct way to open it easily. You wonder who 		
CF | could be in there and if you even want to open one of the coffins.... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in open" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > LOOK IN OPEN 		
CF | 		
CF | It's a strange idea, but you've obviously been in one of the two open 		
CF | transport coffins. You look through the holes into both, but that 		
CF | doesn't get you anywhere, even if the inside shimmers a nice silky 		
CF | black. 		
CF | 		
CF | > 		Knight_Otu says, "Hang on, if four sarcophagi are closed, but there are six..."
Knight_Otu says (to ClubFloyd), "x open coffins" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X OPEN COFFINS 		
CF | 		
CF | Two of the transport coffins are open and the only difference between 		
CF | them and the others is that they have a large hole at the foot end. 		
CF | That gives you a bit of a headache, because you were certainly only in 		
CF | one of them. 		
CF | 		
CF | > 		Jacqueline asks, "Hm. Did it say something earlier about there being four of us total, though?"
		DavidW says, "I don't remember."
		DavidW says, "But I guess there's an NPC who's awake now."
		Knight_Otu says, "There are six coffins. Two are open."
		DavidW says, "yes."
		Jacqueline says, "I'm sure that NPC is fine and safe, and not a criminal ... like us"
		Jacqueline says, "oh wait"
		DavidW says, "Someone woke up after we did, I'm thinking."
		Jacqueline says, "I'm guessing we all did white collar crimes."
		DavidW says, "yeah, I'm surprised we're former inmates."
DavidW says (to ClubFloyd), "i" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a bottle (empty) 		
CF | a protective suit (being worn) 		
CF | an autoinjector 		
CF | a terry towel 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x autoinjector" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X AUTOINJECTOR 		
CF | 		
CF | A short slim rod with a smooth surface and a button on one side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x towel" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X TOWEL 		
CF | 		
CF | A large terry towel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bottle" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X BOTTLE 		
CF | 		
CF | The bottle is transparent, like glass, but much lighter and apparently 		
CF | more stable. It is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x suit" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X SUIT 		
CF | 		
CF | This light protective suit looks like it was made to protect you from 		
CF | high UV radiation and provide you with breathable air for a while. At 		
CF | least you think so. On the left sleeve, at wrist level, there is a 		
CF | rectangular marker. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x marker" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X MARKER 		
CF | 		
CF | You check the marker on your suit: it is bright blue. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		Jacqueline says, "That would imply five people total."
		Knight_Otu says, "We did take one suit."
		DavidW says, "no, the sixth could be in a suit."
		Jacqueline says, "Oh true"
		Knight_Otu says, "So four left for the other sleepers."
		DavidW asks, "Do we want to do something with the robot? Find this NPC? Or push the boulder into the rock formation?"
		Knight_Otu says, "Let's see if the other out-of-crater locations have something to offer, I guess."
		Jacqueline | 'Wait, so there are six of us?' you think to yourself. You hear a the hammer of a gun go click, just behind your helmet. A voice says, "Always has been."
		Knight_Otu says, "Then try crater bowling I guess."
DavidW says (to ClubFloyd), "s" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close inner" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE INNER 		
CF | 		
CF | You close the inner airlock hatch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > S 		
CF | 		
CF | (first opening the outer airlock hatch) 		
CF | You open the outer hatch and with a slight hiss the air escapes from 		
CF | the room. 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern Crater 		
CF ] Exits: south east west up 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] On the northern slope 		
CF ] Exits: up down 		
CF | 		
CF | > U 		
CF | 		
CF | The ground on the slope is friable and crumbles under your feet. Again 		
CF | and again you slip and drift hard-earned meters back towards the 		
CF | center of the crater. In small serpentines you work your way up piece 		
CF | by piece. 		
CF | 		
CF | Then you take a short break and look around: Two-thirds of the way up 		
CF | is done and you are now 		
CF | 		
CF | On the northern slope 		
CF | Standing on the steep northern slope you have a good overview of the 		
CF | crater. The ship in its middle looks pretty small and lost. 		
CF | 		
CF | Further up to the north is the rim of the crater. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Northern rim of the crater 		
CF ] Exits: north southeast southwest down 		
CF | 		
CF | > U 		
CF | 		
CF | Once again, you take on the arduous and dangerous climb to the crater 		
CF | rim. 		
CF | 		
CF | Northern rim of the crater 		
CF | You are at the rim of the crater, which you can completely overlook 		
CF | from here. The crater itself is in the south, its rim curving from 		
CF | southeast to southwest. To the north, you see the monotonous (and 		
CF | probably endless) orange desert of this planet. 		
CF | 		
CF | You can see your footprints where you climbed the rim. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Eastern rim of the crater 		
CF ] Exits: northwest southwest EAST 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Eastern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the east is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest SOUTH 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Southern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from east to 		
CF | west. To the south is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the north. 		
CF | 		
CF | A large spherical boulder lies on the edge of the crater. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push boulder nw" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest SOUTH 		
CF | 		
CF | > PUSH BOULDER NW 		
CF | 		
CF | The large spherical boulder cannot be pushed from place to place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push boulder" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest SOUTH 		
CF | 		
CF | > PUSH BOULDER 		
CF | 		
CF | You press against the stone and are amazed at how easily and quickly 		
CF | it gives way. It tips over the edge and immediately picks up speed. 		
CF | What happens next seems to happen in slow motion before your eyes: 		
CF | 		
CF | First - the spherical stone reaches the bottom of the crater and rolls 		
CF | on and on, at high speed towards the ship. 		
CF | 		
CF | Secondly - the stone hits one of the ship's engine nozzles. The nozzle 		
CF | gives way and is simply torn off. 		
CF | 		
CF | Third - it looks as if the ship just stays there, unimpressed. Only 		
CF | after what feels like a very long moment, does the ship finally tip 		
CF | very gradually to one side. 		
CF | 		
CF | Fourth - the slow movement turns into a very fast and powerful one. 		
CF | The ship hits the ground with a huge crash and disappears behind a 		
CF | swirling cloud of orange dust. 		
CF | 		
CF | Fifth - you awaken from your state of shock and realise that there 		
CF | will be no future here. At least not for you. 		
CF | 		
CF | 		
CF | This should be 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | Somehow this isn't fully satisfying.... So: you just pretend you 		
CF | didn't do this and I'll pretend it didn't happen, ok? 		
CF | 		
CF | Life goes on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern Desert 		
CF ] Exits: north 		
CF | 		
CF | > S 		
CF | 		
CF | You move a few metres (certainly not more than a hundred) away from 		
CF | the crater rim, then turn around and look back. 		
CF | 		
CF | Southern Desert 		
CF | The crater is already barely visible from here, its flat rim blending 		
CF | into the orange wasteland around you, which looks absolutely the same 		
CF | in every direction. 		
CF | 		
CF | There are clearly no landmarks to guide you should you dare to venture 		
CF | further into this flat desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest south 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from east to 		
CF | west. To the south is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the north. 		
CF | 		
CF | A large spherical boulder lies on the edge of the crater. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Eastern rim of the crater 		
CF ] Exits: northwest southwest EAST 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Eastern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the east is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Eastern Desert 		
CF ] Exits: west 		
CF | 		
CF | > E 		
CF | 		
CF | You move a few metres (certainly not more than a hundred) away from 		
CF | the crater rim, then turn around and look back. 		
CF | 		
CF | Eastern Desert 		
CF | The crater is already barely visible from here, its flat rim blending 		
CF | into the orange wasteland around you, which looks absolutely the same 		
CF | in every direction. 		
CF | 		
CF | There are clearly no landmarks to guide you should you dare to venture 		
CF | further into this flat desert. 		
CF | 		
CF | > 		Knight_Otu says, "Hm, not entirely surprising, and yet."
DavidW says (to ClubFloyd), "w" 		
CF ] Eastern rim of the crater 		
CF ] Exits: northwest southwest east 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Eastern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the east is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Northern rim of the crater 		
CF ] Exits: north southeast southwest down 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Northern rim of the crater 		
CF | You are at the rim of the crater, which you can completely overlook 		
CF | from here. The crater itself is in the south, its rim curving from 		
CF | southeast to southwest. To the north, you see the monotonous (and 		
CF | probably endless) orange desert of this planet. 		
CF | 		
CF | You can see your footprints where you climbed the rim. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x footprints" 		
CF ] Northern rim of the crater 		
CF ] Exits: north southeast southwest down 		
CF | 		
CF | > X FOOTPRINTS 		
CF | 		
CF | At the place where you climbed up the slope to the rim of the crater 		
CF | is an area where the sand is as fine as dust and in it are your 		
CF | footprints. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] On the northern slope 		
CF ] Exits: up down 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | On the northern slope 		
CF | Standing on the steep northern slope you have a good overview of the 		
CF | crater. The ship in its middle looks pretty small and lost. 		
CF | 		
CF | Further up to the north is the rim of the crater. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x crater" 		
CF ] On the northern slope 		
CF ] Exits: up down 		
CF | 		
CF | > X CRATER 		
CF | 		
CF | (huge crater) 		
CF | The crater is probably three to four hundred metres in diameter, if 		
CF | not more, and its entire surface seems to be made of orange sand or 		
CF | stone. All around, the crater rim rises steeply. Not many things are 		
CF | able to make such a large gash in the surface of a planet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Northern Crater 		
CF ] Exits: south east west up 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sand" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X SAND 		
CF | 		
CF | Wasteland wherever you look: The surface of this planet seems to 		
CF | consist entirely of orange sand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search sand" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > SEARCH SAND 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sand" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > TAKE SAND 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | You climb up into the door frame and enter the 		
CF | 		
CF | Hold 		
CF | The gloomy cargo space is only illuminated at the entrance by the 		
CF | light falling in from outside. 		
CF | 		
CF | Close to the door lies a large metal plate on the floor. 		
CF | 		
CF | The robot stands in the penumbra next to the door frame. It wriggles 		
CF | around with its three thin arms, making hissing noises. It seems 		
CF | impatient. 		
CF | 		
CF | There is a (dysfunctional) light switch right next to the door frame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x arms" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X ARMS 		
CF | 		
CF | Even though the arms look fragile and wobbly, they look sharp-edged 		
CF | and dangerous at the same time. You wouldn't want the robot as an 		
CF | opponent in a fight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give bottle to robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > GIVE BOTTLE TO ROBOT 		
CF | 		
CF | The robot doesn't seem interested. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give towel to robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > GIVE TOWEL TO ROBOT 		
CF | 		
CF | The robot doesn't seem interested. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x head" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X HEAD 		
CF | 		
CF | It doesn't look like something you'd use for thinking. But then what 		
CF | for? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X ROBOT 		
CF | 		
CF | The robot looks like a strange big insect. It has a chain drive 		
CF | instead of legs, on which sits a deformed, slim upper body with three 		
CF | fragile-looking arms. At the top, the whole thing is closed off by a 		
CF | cylindrical thing that seems far too small for a head. 		
CF | 		
CF | > 		Knight_Otu asks, "Talk to it?"
DavidW says (to ClubFloyd), "x cylinder" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X CYLINDER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cylindrical thing" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X CYLINDRICAL THING 		
CF | 		
CF | It doesn't look like something you'd use for thinking. But then what 		
CF | for? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | The marker on the sleeve of your suit lights up purple. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > SIT ON ROBOT 		
CF | 		
CF | That's not something you can sit down on. 		
CF | 		
CF | > 		DavidW asks, "Could the upper part be missing?"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "talk to robot" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > TALK TO ROBOT 		
CF | 		
CF | You speak to the robot, but it doesn't respond. 		
CF | 		
CF | Probably the ugly stupid thing doesn't even know how to talk. 		
CF | 		
CF | > 		
MoyTravis has arrived. 		
Knight_Otu says (to ClubFloyd), "turn head" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > TURN HEAD 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push head" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > PUSH HEAD 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull head" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > PULL HEAD 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		DavidW says, "I suppose we could try to dig that cave by hand? I'm not sure what else there is."
Knight_Otu says (to ClubFloyd), "push plate" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > PUSH PLATE 		
CF | 		
CF | The heavy plate is difficult to grip, but with a lot of effort you are 		
CF | able to push it out of the storage room until it protrudes well out of 		
CF | the door. For fear that it will slip away from you, you decide to pull 		
CF | the last bit from the outside. 		
CF | 		
CF | > 		Knight_Otu says, "Oh hey."
		DavidW says, "ah"
		DavidW says, "Lead on, Knight."
Knight_Otu says (to ClubFloyd), "out" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | From the door frame you jump down onto the planet's surface. 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen. 		
CF | 		
CF | A large metal plate protrudes from the door frame, half hanging in the 		
CF | air. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull plate" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > PULL PLATE 		
CF | 		
CF | Pulling the large plate is even more difficult than pushing it. You 		
CF | curse for a while, until you finally manage to pull it piece by piece 		
CF | through the doorway. Eventually it tips over and you hectically jump 		
CF | out of the way, landing your butt on the sandy ground. The plate 		
CF | slides down the last bit until the rear edge gets stuck on the door 		
CF | frame and it comes jolting to a stop. 		
CF | 		
CF | In old science fiction movies, it always looked so elegant when the 		
CF | UFO extended its ramp and the aliens came out. 		
CF | 		
CF | "But what the heck, this is a good and solid ramp!" you think while 		
CF | you sit on the ground and carefully inspect your sore buttock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You hear an uncomfortable squeaking of metal scratching on metal and 		
CF | you look up to see where the noise is coming from. 		
CF | 		
CF | Enter the robot. 		
CF | 		
CF | He shows up at the top of the ramp, with more things in his pathetic 		
CF | and fragile-looking arms than appears possible, and rolls slowly and 		
CF | arrogantly down. 		
CF | 		
CF | > 		DavidW asks, "oo, new toys?"
		Knight_Otu says, "Gee, so arrogant, but needed us to build a ramp."
Knight_Otu says (to ClubFloyd), "x robot" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X ROBOT 		
CF | 		
CF | The robot looks like a strange big insect. It has a chain drive 		
CF | instead of legs, on which sits a deformed, slim upper body with three 		
CF | fragile-looking arms. At the top, the whole thing is closed off by a 		
CF | cylindrical thing that seems far too small for a head. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright red. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > U 		
CF | 		
CF | First you get up and brush the damn orange dust off your suit. 		
CF | 		
CF | The chain drive of the robot leaves a pattern on the sandy ground as 		
CF | he drives past you fully loaded. The robot goes east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > STAND 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get up" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > GET UP 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | The robot arrives from the east. 		
CF | 		
CF | > 		DavidW says, "you are up"
		Knight_Otu says, "Oh. I inserted a "need" there, I guess."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close outer" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE OUTER 		
CF | 		
CF | You close the outer hatch and a deep hissing sound is heard; the cabin 		
CF | is filled with air again. 		
CF | 		
CF | A hollow booming voice sounds from somewhere: 		
CF | "...ctivate the robot you brought along so that the power supply can 		
CF | be ensured. Good luck!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open inner" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > OPEN INNER 		
CF | 		
CF | You open the inner airlock hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x suit" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > X SUIT 		
CF | 		
CF | This light protective suit looks like it was made to protect you from 		
CF | high UV radiation and provide you with breathable air for a while. At 		
CF | least you think so. On the left sleeve, at wrist level, there is a 		
CF | rectangular marker. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x marker" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > X MARKER 		
CF | 		
CF | You check the marker on your suit: it is blue. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | > 		DavidW says, "Bright blue seems to be the most full."
		Knight_Otu says, "Of course, now the voice tells us to do what we already did."
Knight_Otu says (to ClubFloyd), "close inner" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE INNER 		
CF | 		
CF | You close the inner airlock hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close outer" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE OUTER 		
CF | 		
CF | The outer hatch is already closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open outer" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > OPEN OUTER 		
CF | 		
CF | You open the outer hatch and with a slight hiss the air escapes from 		
CF | the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Solar panels!"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Eastern Crater (Field of Solar Panels) 		
CF ] Exits: north south west 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Eastern Crater (Field of Solar Panels) 		
CF | You are halfway between the ship in the west and the very steep crater 		
CF | rim in the east. 		
CF | 		
CF | The robot has started to build solar panels here. The first of these 		
CF | seem to be in operation and could already be supplying voltage. 		
CF | 		
CF | The robot is here and with an agility that you would not have believed 		
CF | it capable of, it assembles various individual parts into solar 		
CF | collectors. 		
CF | 		
CF | You hear chain drives quietly grind on the floor as the robot drives 		
CF | past you to get more components from the ship's hold. The robot goes 		
CF | west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x panels" 		
CF ] Eastern Crater (Field of Solar Panels) 		
CF ] Exits: north south west 		
CF | 		
CF | > X PANELS 		
CF | 		
CF | The solar panels are gloomy blue-black and reflect the sun or, 		
CF | depending on the angle of view, the orange rim of the crater. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western Crater 		
CF | You are in the great barren plain, between the western rim of the 		
CF | crater and the ship to the east. 		
CF | 		
CF | A large rock formation protrudes here from the steep crater slope. At 		
CF | the bottom of it is a deep cavity. 		
CF | 		
CF | > 		DavidW says, "I suppose there could be changes inside. The monitor might say."
Knight_Otu says (to ClubFloyd), "x formation" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > X FORMATION 		
CF | 		
CF | The rock formation is about 10 meters high. You're not an expert, but 		
CF | it's probably very sturdy limestone. At the bottom of it is a deep 		
CF | cavity that looks like a cave entrance, but it's blocked by numerous 		
CF | fallen stones. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close outer" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE OUTER 		
CF | 		
CF | You close the outer hatch and a deep hissing sound is heard; the cabin 		
CF | is filled with air again. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > IN 		
CF | 		
CF | (first opening the inner airlock hatch) 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x monitor" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > X MONITOR 		
CF | 		
CF | A lot of numbers and data are displayed on the screen, in a barely 		
CF | legible font. The values seem to be OK, but the tank is empty and the 		
CF | battery probably won't last much longer either. The ship is on the 		
CF | planet Trappist-1c, about 40 light years away from Earth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x panel" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > X PANEL 		
CF | 		
CF | The control panel is a rather impressive array of different buttons 		
CF | (some dark, some lit, some even flashing) arranged around a monitor. 		
CF | On the side there is something that looks like a drinks dispenser. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x buttons" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > X BUTTONS 		
CF | 		
CF | You take a closer look at one of the buttons and have absolutely no 		
CF | idea what it does - but that dark pink oval button over there, it 		
CF | seems to be particularly important. 		
CF | 		
CF | > 		Knight_Otu says, "Seems no changes here."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
Knight_Otu says, "close inner" 		
Knight_Otu says (to ClubFloyd), "close inner" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE INNER 		
CF | 		
CF | You close the inner airlock hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > S 		
CF | 		
CF | (first opening the outer airlock hatch) 		
CF | You open the outer hatch and with a slight hiss the air escapes from 		
CF | the room. 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | The chain drive of the robot leaves a pattern on the sandy ground as 		
CF | he drives past you fully loaded. The robot goes east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Hold 		
CF | The gloomy cargo space is only illuminated at the entrance by the 		
CF | light falling in from outside. A low hum can be heard from somewhere. 		
CF | 		
CF | There is a light switch right next to the door frame. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > SWITCH SWITCH 		
CF | 		
CF | You flip the switch and plopp, plopp, plopp, plopp, plopp all the 		
CF | ceiling lamps go on and light up the storage room. 		
CF | 		
CF | > 		DavidW asks, "oh, maybe the switch works now?"
		Knight_Otu exclaims, "It does!"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > L 		
CF | 		
CF | Hold 		
CF | With the overhead lights on, you can see that the large cargo area is 		
CF | full of different components and materials that are needed to build 		
CF | the colony. A low hum can be heard from somewhere. 		
CF | 		
CF | There is a light switch right next to the door frame. 		
CF | 		
CF | You can also see a tool locker (closed) here. 		
CF | 		
CF | The robot arrives from the outside. 		
CF | 		
CF | > 		DavidW asks, "oh, and are there new tools visible?"
Knight_Otu says (to ClubFloyd), "open locker" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > OPEN LOCKER 		
CF | 		
CF | You open the tool locker, revealing a pickaxe. 		
CF | 		
CF | The robot rummages around in the building materials and looks for the 		
CF | right things that it needs to assemble something. You imagine that it 		
CF | is building a schnapps distillery and yet you know that it is not. 		
CF | 		
CF | 		
CF | > 		DavidW says, "hooray."
Knight_Otu says (to ClubFloyd), "get pickaxe" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > GET PICKAXE 		
CF | 		
CF | Taken. 		
CF | 		
CF | The robot rummages around in the building materials and looks for the 		
CF | right things that it needs to assemble something. 		
CF | Apparently the robot has loaded itself with the maximum number of 		
CF | components it can transport and is now driving them out the door. 		
CF | 		
CF | The robot goes outside. 		
CF | 		
CF | > 		DavidW says, "That should open the cave for us."
Knight_Otu says (to ClubFloyd), "out" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | The chain drive of the robot leaves a pattern on the sandy ground as 		
CF | he drives past you fully loaded. The robot goes east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western Crater 		
CF | You are in the great barren plain, between the western rim of the 		
CF | crater and the ship to the east. 		
CF | 		
CF | A large rock formation protrudes here from the steep crater slope. At 		
CF | the bottom of it is a deep cavity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x formation" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > X FORMATION 		
CF | 		
CF | The rock formation is about 10 meters high. You're not an expert, but 		
CF | it's probably very sturdy limestone. At the bottom of it is a deep 		
CF | cavity that looks like a cave entrance, but it's blocked by numerous 		
CF | fallen stones. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cavity" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > X CAVITY 		
CF | 		
CF | Maybe it's absurd, but in this crater basin, this cave entrance looks 		
CF | like the drain in a sink. 		
CF | 		
CF | > 		Jacqueline says, "eep brb"
Knight_Otu says (to ClubFloyd), "dig cavity" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > DIG CAVITY 		
CF | 		
CF | You try to dig in the deep cavity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig cavity with pickaxe" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > DIG CAVITY WITH PICKAXE 		
CF | 		
CF | You try to dig in the deep cavity with the pickaxe. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig stones with pickaxe" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > DIG STONES WITH PICKAXE 		
CF | 		
CF | You try to dig in the stones with the pickaxe. 		
CF | 		
CF | > 		DavidW says, "hmm"
Knight_Otu says (to ClubFloyd), "mine like a Dwarf Fortress dwarf" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > MINE LIKE A DWARF FORTRESS DWARF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "mine" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > MINE 		
CF | 		
CF | What do you want to mine? 		
CF | 		
CF | > 		DavidW asks, "Maybe the pickaxe is for something else?"
Knight_Otu says (to ClubFloyd), "cavity" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > CAVITY 		
CF | 		
CF | You try to dig in the deep cavity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > D 		
CF | 		
CF | You try to enter the cavity, but the stones are blocking your way. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "x pickaxe" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > X PICKAXE 		
CF | 		
CF | You're not an expert in this area, but the pickaxe looks like it can 		
CF | be used to dig into rocky ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig ground" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > DIG GROUND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Southern Crater 		
CF ] Exits: north east west 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern Crater 		
CF | You are in the southern part of the crater. The crater rim south of 		
CF | here rises very steeply and the flat orange wasteland looks just as 		
CF | monotonous as in the rest of the crater. The ship is to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig ground" 		
CF ] Southern Crater 		
CF ] Exits: north east west 		
CF | 		
CF | > DIG GROUND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western Crater 		
CF | You are in the great barren plain, between the western rim of the 		
CF | crater and the ship to the east. 		
CF | 		
CF | A large rock formation protrudes here from the steep crater slope. At 		
CF | the bottom of it is a deep cavity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig formation" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > DIG FORMATION 		
CF | 		
CF | You try to dig in the large rock formation. 		
CF | 		
CF | > 		Knight_Otu says, "hm"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Northern Crater 		
CF ] Exits: south east west up 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] On the northern slope 		
CF ] Exits: up down 		
CF | 		
CF | > U 		
CF | 		
CF | The ground on the slope is friable and crumbles under your feet. Again 		
CF | and again you slip and drift hard-earned meters back towards the 		
CF | center of the crater. In small serpentines you work your way up piece 		
CF | by piece. 		
CF | 		
CF | Then you take a short break and look around: Two-thirds of the way up 		
CF | is done and you are now 		
CF | 		
CF | On the northern slope 		
CF | Standing on the steep northern slope you have a good overview of the 		
CF | crater. The ship in its middle looks pretty small and lost. 		
CF | 		
CF | Further up to the north is the rim of the crater. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Northern rim of the crater 		
CF ] Exits: north southeast southwest down 		
CF | 		
CF | > U 		
CF | 		
CF | Once again, you take on the arduous and dangerous climb to the crater 		
CF | rim. 		
CF | 		
CF | Northern rim of the crater 		
CF | You are at the rim of the crater, which you can completely overlook 		
CF | from here. The crater itself is in the south, its rim curving from 		
CF | southeast to southwest. To the north, you see the monotonous (and 		
CF | probably endless) orange desert of this planet. 		
CF | 		
CF | You can see your footprints where you climbed the rim. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Eastern rim of the crater 		
CF ] Exits: northwest southwest east 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Eastern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the east is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest south 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Southern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from east to 		
CF | west. To the south is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the north. 		
CF | 		
CF | A large spherical boulder lies on the edge of the crater. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x boulder" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest south 		
CF | 		
CF | > X BOULDER 		
CF | 		
CF | The rock has a diameter of about two metres and is amazingly round 		
CF | like a sphere. It is lying right on the edge of the crater - strange 		
CF | that it hasn't rolled down yet. 		
CF | 		
CF | > 		DavidW asks, "gonna try mining the boulder?"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "dig boulder" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest south 		
CF | 		
CF | > DIG BOULDER 		
CF | 		
CF | You try to dig in the large spherical boulder. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
Knight_Otu says (to ClubFloyd), "push boulder" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest south 		
CF | 		
CF | > PUSH BOULDER 		
CF | 		
CF | You press against the stone and are amazed at how easily and quickly 		
CF | it gives way. It tips over the edge and immediately picks up speed. 		
CF | What happens next seems to happen in slow motion before your eyes: 		
CF | 		
CF | First - the spherical stone reaches the bottom of the crater and rolls 		
CF | on and on, at high speed towards the ship. 		
CF | 		
CF | Secondly - the stone hits one of the ship's engine nozzles. The nozzle 		
CF | gives way and is simply torn off. 		
CF | 		
CF | Third - it looks as if the ship just stays there, unimpressed. Only 		
CF | after what feels like a very long moment, does the ship finally tip 		
CF | very gradually to one side. 		
CF | 		
CF | Fourth - the slow movement turns into a very fast and powerful one. 		
CF | The ship hits the ground with a huge crash and disappears behind a 		
CF | swirling cloud of orange dust. 		
CF | 		
CF | Fifth - you awaken from your state of shock and realise that there 		
CF | will be no future here. At least not for you. 		
CF | 		
CF | 		
CF | This should be 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | Somehow this isn't fully satisfying.... So: you just pretend you 		
CF | didn't do this and I'll pretend it didn't happen, ok? 		
CF | 		
CF | Life goes on. 		
CF | 		
CF | > 		DavidW says, "heh. We tried that."
		Knight_Otu says, "Yeah, didn't think it would have changed, but it could have."
		MoyTravis says, "Hahaha."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Southern Desert 		
CF ] Exits: north 		
CF | 		
CF | > S 		
CF | 		
CF | You move a few metres (certainly not more than a hundred) away from 		
CF | the crater rim, then turn around and look back. 		
CF | 		
CF | Southern Desert 		
CF | The crater is already barely visible from here, its flat rim blending 		
CF | into the orange wasteland around you, which looks absolutely the same 		
CF | in every direction. 		
CF | 		
CF | There are clearly no landmarks to guide you should you dare to venture 		
CF | further into this flat desert. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig sand" 		
CF ] Southern Desert 		
CF ] Exits: north 		
CF | 		
CF | > DIG SAND 		
CF | 		
CF | You try to dig in the orange sand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Southern rim of the crater 		
CF ] Exits: northeast northwest south 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from east to 		
CF | west. To the south is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the north. 		
CF | 		
CF | A large spherical boulder lies on the edge of the crater. 		
CF | 		
CF | The marker on the sleeve of your suit lights up purple. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Western rim of the crater 		
CF ] Exits: northeast southeast west 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Western rim of the crater 		
CF | You can see the entire crater from up here. The edge runs from north 		
CF | to south. To the west is a monotonous orange desert that is sprinkled 		
CF | here and there by larger and smaller craters. The ship is in the 		
CF | middle of the crater in the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Northern rim of the crater 		
CF ] Exits: north southeast southwest down 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern rim of the crater 		
CF | You are at the rim of the crater, which you can completely overlook 		
CF | from here. The crater itself is in the south, its rim curving from 		
CF | southeast to southwest. To the north, you see the monotonous (and 		
CF | probably endless) orange desert of this planet. 		
CF | 		
CF | You can see your footprints where you climbed the rim. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig rim" 		
CF ] Northern rim of the crater 		
CF ] Exits: north southeast southwest down 		
CF | 		
CF | > DIG RIM 		
CF | 		
CF | You try to dig in crater rim. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] On the northern slope 		
CF ] Exits: up down 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | On the northern slope 		
CF | Standing on the steep northern slope you have a good overview of the 		
CF | crater. The ship in its middle looks pretty small and lost. 		
CF | 		
CF | Further up to the north is the rim of the crater. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig slope" 		
CF ] On the northern slope 		
CF ] Exits: up down 		
CF | 		
CF | > DIG SLOPE 		
CF | 		
CF | You try to dig in crater rim. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Northern Crater 		
CF ] Exits: south east west up 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig wall" 		
CF ] Northern Crater 		
CF ] Exits: south east west up 		
CF | 		
CF | > DIG WALL 		
CF | 		
CF | You try to dig in crater rim. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Eastern Crater (Field of Solar Panels) 		
CF ] Exits: north south west 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Eastern Crater (Field of Solar Panels) 		
CF | You are halfway between the ship in the west and the very steep crater 		
CF | rim in the east. 		
CF | 		
CF | The robot has started to build solar panels here. The first of these 		
CF | seem to be in operation and could already be supplying voltage. 		
CF | 		
CF | The robot is here and at a worrying speed it assembles various 		
CF | individual parts into solar collectors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig wall" 		
CF ] Eastern Crater (Field of Solar Panels) 		
CF ] Exits: north south west 		
CF | 		
CF | > DIG WALL 		
CF | 		
CF | You try to dig in crater rim. 		
CF | 		
CF | The robot is here and at a worrying speed it assembles various 		
CF | individual parts into solar collectors. 		
CF | 		
CF | You hear chain drives quietly grind on the floor as the robot drives 		
CF | past you to get more components from the ship's hold. The robot goes 		
CF | west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Southern Crater 		
CF ] Exits: north east west 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern Crater 		
CF | You are in the southern part of the crater. The crater rim south of 		
CF | here rises very steeply and the flat orange wasteland looks just as 		
CF | monotonous as in the rest of the crater. The ship is to the north. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright red. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig wall" 		
CF ] Southern Crater 		
CF ] Exits: north east west 		
CF | 		
CF | > DIG WALL 		
CF | 		
CF | You try to dig in crater rim. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig sand" 		
CF ] Southern Crater 		
CF ] Exits: north east west 		
CF | 		
CF | > DIG SAND 		
CF | 		
CF | You try to dig in the orange sand. 		
CF | 		
CF | > 		DavidW says, "running out of air"
		Knight_Otu asks, "There has to be a diggable spot... right?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | The chain drive of the robot leaves a pattern on the sandy ground as 		
CF | he drives past you fully loaded. The robot goes east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close outer" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE OUTER 		
CF | 		
CF | You close the outer hatch and a deep hissing sound is heard; the cabin 		
CF | is filled with air again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open inner" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > OPEN INNER 		
CF | 		
CF | You open the inner airlock hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		DavidW says, "I'm sure there's *one* diggable spot, but I don't know where."
Knight_Otu says (to ClubFloyd), "dig monitor" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > DIG MONITOR 		
CF | 		
CF | You try to dig in the monitor. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Sarcophagi Chamber 		
CF | This is a flat circular room with sparse lighting. Six sarcophagi 		
CF | stand in a circle around you. 		
CF | 		
CF | A ladder in an opening leads down through the floor. 		
CF | 		
CF | There is also a small compartment embedded in the floor. 		
CF | 		
CF | > 		Jacqueline asks, "Back. Did I miss much after the robot ramp?"
		DavidW says, "The robot is building solar panels. We have a pickaxe from the tool locker."
		Knight_Otu says, "We found a pickaxe, but we have no dwarven digging knowledge."
Knight_Otu says (to ClubFloyd), "x closed" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X CLOSED 		
CF | 		
CF | These sarcophagi are so-called transport coffins. They have the shapes 		
CF | of human bodies and stand evenly-distributed in a circle against the 		
CF | round wall. Each of them is richly decorated with ornaments. It looks 		
CF | as if four of the coffins are still closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ornaments" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X ORNAMENTS 		
CF | 		
CF | The ornaments on the transport coffins look at first sight like a 		
CF | floral pattern. On closer inspection, however, you realise that it is 		
CF | more like lichen, interspersed with snails, worms, maggots, beetles 		
CF | and all kinds of fungi. It all looks frighteningly real, almost alive. 		
CF | 		
CF | > 		DavidW says, "oh dear."
		DavidW says, "I don't remember that!"
		Knight_Otu says, "Well isn't that pleasant."
Knight_Otu says (to ClubFloyd), "open coffins" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > OPEN COFFINS 		
CF | 		
CF | (the closed coffins) 		
CF | You examine one of the closed transport coffins to see if you can open 		
CF | it, but cannot find a direct way to open it easily. You wonder who 		
CF | could be in there and if you even want to open one of the coffins.... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter open coffins" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > ENTER OPEN COFFINS 		
CF | 		
CF | The idea that you've been in there is unpleasant enough and nothing 		
CF | could persuade you to go back in voluntarily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		DavidW asks, "Do you want to open a coffin with the pickaxe?"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Sarcophagi Chamber 		
CF | This is a flat circular room with sparse lighting. Six sarcophagi 		
CF | stand in a circle around you. 		
CF | 		
CF | A ladder in an opening leads down through the floor. 		
CF | 		
CF | There is also a small compartment embedded in the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open coffins with pickaxe" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > OPEN COFFINS WITH PICKAXE 		
CF | 		
CF | Which do you mean, the closed coffins or the open coffins? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "closed coffins" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > CLOSED COFFINS 		
CF | 		
CF | Those don't seem to be something you can unlock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig closed coffins" 		
CF ] Sarcophagi Chamber 		
CF ] Exits: down 		
CF | 		
CF | > DIG CLOSED COFFINS 		
CF | 		
CF | You try to dig in the closed coffins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x suits" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > X SUITS 		
CF | 		
CF | The suits hang limply on the wall and look as if they were made to 		
CF | save people from instant death in a hostile atmosphere. But presumably 		
CF | not from medium-term death. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close inner" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE INNER 		
CF | 		
CF | You close the inner airlock hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " s" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > S 		
CF | 		
CF | (first opening the outer airlock hatch) 		
CF | You open the outer hatch and with a slight hiss the air escapes from 		
CF | the room. 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | You hear chain drives quietly grind on the floor as the robot drives 		
CF | past you to get more components from the ship's hold. The robot goes 		
CF | inside. 		
CF | 		
CF | > 		Jacqueline asks, "Are the ornaments merely decorative?"
		Knight_Otu says, "Hopefully."
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Hold 		
CF | With the overhead lights on, you can see that the large cargo area is 		
CF | full of different components and materials that are needed to build 		
CF | the colony. A low hum can be heard from somewhere. 		
CF | 		
CF | There is a light switch right next to the door frame. 		
CF | 		
CF | You can also see a tool locker (empty) here. 		
CF | 		
CF | The robot rummages around in the building materials and looks for the 		
CF | right things that it needs to assemble something. 		
CF | 		
CF | > 		DavidW says, "I doubt it."
Knight_Otu says (to ClubFloyd), "x materials" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > X MATERIALS 		
CF | 		
CF | Some of the parts look very complicated, others strangely simple. 		
CF | Granted, you have no idea what they are for or how they work, but you 		
CF | don't care either. After all, that's the job of the ugly robot. 		
CF | 		
CF | The robot rummages around in the building materials and looks for the 		
CF | right things that it needs to assemble something. 		
CF | Apparently the robot has loaded itself with the maximum number of 		
CF | components it can transport and is now driving them out the door. 		
CF | 		
CF | The robot goes outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search them" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > SEARCH THEM 		
CF | 		
CF | You can't see 'them' (nothing) at the moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search materials" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > SEARCH MATERIALS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "but I'm a materials girl"
		Knight_Otu says, "Ow."
Knight_Otu says (to ClubFloyd), "push locker" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > PUSH LOCKER 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. To the west, a large rock formation can be seen and to the east, 		
CF | the robot has started to build a field of solar panels. 		
CF | 		
CF | The robot arrives from the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western Crater 		
CF | You are in the great barren plain, between the western rim of the 		
CF | crater and the ship to the east. 		
CF | 		
CF | A large rock formation protrudes here from the steep crater slope. At 		
CF | the bottom of it is a deep cavity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > DIG 		
CF | 		
CF | What do you want to dig? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hole" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > HOLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Belatedly, I liked your Madonna joke."
Knight_Otu says (to ClubFloyd), "cavity" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > CAVITY 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig cavity" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > DIG CAVITY 		
CF | 		
CF | You try to dig in the deep cavity. 		
CF | 		
CF | > 		DavidW asks, "try to climb the rock?"
Knight_Otu says (to ClubFloyd), "climb formation" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > CLIMB FORMATION 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit rocks with pickaxe" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > HIT ROCKS WITH PICKAXE 		
CF | 		
CF | I only understood you as far as wanting to hit the stones. 		
CF | 		
CF | > 		DavidW asks, "What's the error message if we go DOWN?"
Knight_Otu says (to ClubFloyd), "hit rocks" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > HIT ROCKS 		
CF | 		
CF | Yep, probably violence is needed here. 		
CF | 		
CF | (with the pickaxe) 		
CF | You start hitting the blocking stones with the pickaxe. Almost every 		
CF | stone needs several blows so that it can be dislodged from the rubble 		
CF | pile and often the next stones slide right behind from above. It 		
CF | quickly becomes obvious: it will take a while until the entrance is 		
CF | cleared. 		
CF | 		
CF | > 		Knight_Otu says, "Grrr."
Knight_Otu says (to ClubFloyd), "hit rocks" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > HIT ROCKS 		
CF | 		
CF | Yep, more violence is needed here. 		
CF | 		
CF | (with the pickaxe) 		
CF | Soon you'll be standing there sweating, your hands already aching from 		
CF | grabbing the pickaxe. The sun is blazing down on you and doesn't seem 		
CF | to have moved an inch from its zenith. This is exactly how your 		
CF | progress feels in terms of clearing the entrance: Not an inch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit rocks" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > HIT ROCKS 		
CF | 		
CF | Yep, more violence is needed here. 		
CF | 		
CF | (with the pickaxe) 		
CF | When you wonder if it makes any sense to continue, you discover that 		
CF | there is eventually a small hole through which you can look into the 		
CF | cave. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in cave" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > LOOK IN CAVE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > D 		
CF | 		
CF | You try to enter the cavity, but the stones are blocking your way. 		
CF | 		
CF | > 		MoyTravis says, "I wish games would stop making snarky responses about violence."
Knight_Otu says (to ClubFloyd), "hit rocks" 		
CF ] Western Crater 		
CF ] Exits: north south east DOWN 		
CF | 		
CF | > HIT ROCKS 		
CF | 		
CF | Yep, more violence is needed here. 		
CF | 		
CF | (with the pickaxe) 		
CF | Of course, it still takes much longer than expected. But finally you 		
CF | have made it: the hole is big enough that you can crawl through it 		
CF | somewhat comfortably. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Narrow Cave Tunnel 		
CF ] Exits: WEST up 		
CF | 		
CF | > D 		
CF | 		
CF | You crawl through the narrow hole into the cave and sincerely hope 		
CF | that no more boulders slide down from above. 		
CF | 		
CF | Narrow Cave Tunnel 		
CF | This narrow and winding tunnel leads west down through the rock. A 		
CF | little light comes in from the exit up in the east. To the west, only 		
CF | darkness gapes. 		
CF | 		
CF | > 		Jacqueline says, "Nice"
		Jacqueline says, "I'm surprised you didn't save, though"
		DavidW says, "congrats"
		DavidW says, "yeah, saving ought to be done."
		Knight_Otu says, "The game has been nice to undo our deaths for us so far."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Narrow Cave Tunnel 		
CF ] Exits: WEST up 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Small Cave Dome 		
CF ] Exits: east INSIDE 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Small Cave Dome 		
CF | It should be pitch black here, but your eyes are slowly adapting to 		
CF | the darkness. First you think that you only perceive the rustling of 		
CF | your optic nerves, but then you notice that in the darkness are lots 		
CF | of small faintly luminous points around you, which draw the shape of a 		
CF | dome. 		
CF | 		
CF | There's an opening to the east. This must be the winding tunnel you 		
CF | came in through. A large part of the dome floor is apparently occupied 		
CF | by a liquid surface, because the luminous points are reflected on it, 		
CF | swaying gently back and forth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x points" 		
CF ] Small Cave Dome 		
CF ] Exits: east INSIDE 		
CF | 		
CF | > X POINTS 		
CF | 		
CF | You look at the luminous points up close and realise that they are 		
CF | small mushrooms, each as big as the tip of your finger. 		
CF | Bioluminescence, quite fascinating! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get mushroom" 		
CF ] Small Cave Dome 		
CF ] Exits: east INSIDE 		
CF | 		
CF | > GET MUSHROOM 		
CF | 		
CF | You pick some of the luminous mushrooms, but they are so fragile that 		
CF | they crumble within a few seconds. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x liquid" 		
CF ] Small Cave Dome 		
CF ] Exits: east INSIDE 		
CF | 		
CF | > X LIQUID 		
CF | 		
CF | On closer examination, you see that it is water. Water? Water! This 		
CF | means you might be able to make firewater to refuel the ship! And 		
CF | that, in turn, means you might not have to spend the rest of your life 		
CF | miserably on this crumbly dirt bump! 		
CF | 		
CF | The small lake has a diameter of about 10 meters. You look inside and 		
CF | try to see something. Apparently, your eyes have adapted so well to 		
CF | the weak light that you can actually see something: The water is clear 		
CF | and the edge seems to drop off very steeply. Looks like the lake is 		
CF | pretty deep. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] In the Cave Lake 		
CF ] Exits: DOWN outside 		
CF | 		
CF | > IN 		
CF | 		
CF | You climb into the small cave lake. 		
CF | 		
CF | In the Cave Lake 		
CF | You are in the small lake that is located in a dome-shaped cave. The 		
CF | water is cold but bearable, and you paddle your feet, less out of 		
CF | necessity, more out of habit. The lake seems to be quite deep because 		
CF | you don't feel the bottom below you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Dark Water Shaft 		
CF ] Exits: up DOWN 		
CF | 		
CF | > D 		
CF | 		
CF | Although you don't need to, you reflexively take a deep breath before 		
CF | diving down into the darkness below you.... 		
CF | 		
CF | Dark Water Shaft 		
CF | In this cool, weightless darkness, strangely enough, you feel a deep 		
CF | calm. You know that the surface of the water is above you and you 		
CF | still don't feel the bottom below you. Actually, you're not so sure 		
CF | anymore which way is up and which way is down, but it doesn't seem 		
CF | that important either. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Bottom of the Water Shaft 		
CF ] Exits: up 		
CF | 		
CF | > D 		
CF | 		
CF | You let yourself sink even deeper without really knowing why. Even the 		
CF | question "Why?" seems absurd and meaningless to you. Somehow, 		
CF | strangely enough, you feel at home here. 		
CF | 		
CF | You sink and sink.... It feels like a long time, but maybe it was only 		
CF | a few seconds, you couldn't tell. 		
CF | 		
CF | You sink and sink and sink.... 		
CF | 		
CF | It feels as if something brushes your leg.... and a moment later you 		
CF | arrive at the 		
CF | 		
CF | Bottom of the Water Shaft 		
CF | In this darkness, the only things you perceive are the ground beneath 		
CF | your feet and the masses of water above and beside you. The darkness 		
CF | and the sheer mass of water together have a strangely calming effect 		
CF | and invite you to linger. 		
CF | 		
CF | But you have the strange feeling that something else is lurking down 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x something" 		
CF ] Bottom of the Water Shaft 		
CF ] Exits: up 		
CF | 		
CF | > X SOMETHING 		
CF | 		
CF | You grope around in the dark, afraid of actually finding something. 		
CF | Your arms move through the water as if in slow motion. You don't find 		
CF | anything and after a while you get the idea that you are a ballet 		
CF | dancer performing a strange but elegant dance. 		
CF | 		
CF | Completely lost in this thought, you start to turn in circles and let 		
CF | your body wander when you suddenly touch something. You pause and make 		
CF | out by touch that something bit by bit. 		
CF | 		
CF | It is obviously a lifeless body. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x body" 		
CF ] Bottom of the Water Shaft 		
CF ] Exits: up 		
CF | 		
CF | > X BODY 		
CF | 		
CF | You would say it's the body of a human being, an adult. He's not 		
CF | stiff, so maybe he's just unconscious and not dead? That's all your 		
CF | diagnosis yields, which, because of the darkness and the fact that 		
CF | you're putting it underwater, is of course only provisional. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get body" 		
CF ] Bottom of the Water Shaft 		
CF ] Exits: up 		
CF | 		
CF | > GET BODY 		
CF | 		
CF | You are now tugging the lifeless body with you. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Dark Water Shaft 		
CF ] Exits: up down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Dark Water Shaft 		
CF | In this cool, weightless darkness, strangely enough, you feel a deep 		
CF | calm. You know that the surface of the water is above you and you 		
CF | don't feel the bottom below you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] In the Cave Lake 		
CF ] Exits: down outside 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | In the Cave Lake 		
CF | You are in the small lake that is located in a dome-shaped cave. The 		
CF | water is cold but bearable, and you paddle your feet, less out of 		
CF | necessity, more out of habit. The lake is pretty deep. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Small Cave Dome 		
CF ] Exits: east inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | You climb out of the lake, then pull the lifeless body out of the 		
CF | water and put it over your shoulder. 		
CF | 		
CF | Small Cave Dome 		
CF | In the darkness are lots of small faintly luminous mushrooms around 		
CF | you, which draw the shape of a dome. 		
CF | 		
CF | There's an opening to the east. This must be the winding tunnel you 		
CF | came in through. A large part of the dome floor is occupied by a water 		
CF | surface. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Narrow Cave Tunnel 		
CF ] Exits: west up 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow Cave Tunnel 		
CF | This narrow and winding tunnel leads west down through the rock. A 		
CF | little light comes in from the exit up in the east. To the west, only 		
CF | darkness gapes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Western Crater 		
CF ] Exits: north south east down 		
CF | 		
CF | > U 		
CF | 		
CF | Although the cave entrance is just wide enough for one person, you 		
CF | somehow manage to drag the lifeless body through with you. 		
CF | 		
CF | Western Crater 		
CF | You are in the great barren plain, between the western rim of the 		
CF | crater and the ship to the east. 		
CF | 		
CF | You notice that something has changed since you were last here: 		
CF | There's a huge pyramid in the southern crater now. And something else 		
CF | is different than before, but you can't figure out what it is. 		
CF | 		
CF | A large rock formation protrudes here from the steep crater slope. At 		
CF | the bottom of it is a deep cavity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. The robot has built a huge glass pyramid in the south and a 		
CF | field of solar panels in the east. There is also a large rock 		
CF | formation to the west with a cave entrance in it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > U 		
CF | 		
CF | You need both hands to climb the rungs, but you only have one hand 		
CF | free with the lifeless body over your shoulder. 		
CF | 		
CF | It is night! You didn't notice because you came out of the dark cave. 		
CF | The sun is gone! You knew something was different. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Northern Crater 		
CF ] Exits: south east west up 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern Crater 		
CF | The northern area of the crater is a flat orange desert, like the 		
CF | other areas of the crater. 		
CF | 		
CF | The ship is south of here and to the north is the crater wall, but it 		
CF | looks like it is not as steep here as in the other parts. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > UNDO 		
CF | 		
CF | In Front of the Ship 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "Seems that triggered the next chapter or whatever."
		Knight_Otu says, "Seems so.,"
		Knight_Otu asks, "Now how do we get our friend up into the ship?"
Knight_Otu says (to ClubFloyd), "x body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X BODY 		
CF | 		
CF | It is an adult human being, judging by the face a man in his 		
CF | mid-thirties. He is wearing a protective suit and has apparently 		
CF | fainted. Or he is dead and very well preserved, who knows? 		
CF | 		
CF | > 		DavidW asks, "x body again, now we're out of the water?"
Knight_Otu says (to ClubFloyd), "wear body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > WEAR BODY 		
CF | 		
CF | You can't wear that! 		
CF | 		
CF | > 		Jacqueline asks, "Put him in a coffin?"
		Knight_Otu says, "But the coffins are in the ship, so..."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a lifeless body (on your shoulder) 		
CF | a pickaxe 		
CF | a bottle (empty) 		
CF | a protective suit (being worn) 		
CF | an autoinjector 		
CF | a terry towel 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x injector" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X INJECTOR 		
CF | 		
CF | A short slim rod with a smooth surface and a button on one side. 		
CF | 		
CF | > 		DavidW says, "Worth a try"
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You press the button of the autoinjector but nothing happens. 		
CF | Obviously it is empty. 		
CF | 		
CF | The robot arrives from the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > DROP BODY 		
CF | 		
CF | (the lifeless body) 		
CF | Carefully you let the body slide from your shoulder to the ground. 		
CF | 		
CF | You hear the chain drive quietly dragging on the ground as the robot 		
CF | drives past you. The robot goes north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close outer" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE OUTER 		
CF | 		
CF | You close the outer hatch and a deep hissing sound is heard; the cabin 		
CF | is filled with air again. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the inner airlock hatch) 		
CF | 		
CF | Control Room 		
CF | This room is shaped like a bitten cookie and contains a large control 		
CF | panel on the longer, concave wall. 		
CF | 		
CF | A ladder leads upwards and there is a massive metal hatch in the 		
CF | inwardly curved southern wall. 		
CF | 		
CF | Four protective suits hang on the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get suit" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > GET SUIT 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x suits" 		
CF ] Control Room 		
CF ] Exits: south up 		
CF | 		
CF | > X SUITS 		
CF | 		
CF | The suits hang limply on the wall and look as if they were made to 		
CF | save people from instant death in a hostile atmosphere. But presumably 		
CF | not from medium-term death. 		
CF | 		
CF | > 		DavidW asks, "I assume the body is in a suit, no?"
		Knight_Otu says, "Yeah, I was wondering if swapping air supplies is an option."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Airlock 		
CF | This claustrophobic small room is an airlock. It has solid, airtight 		
CF | closable hatches in the north and south walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close inner" 		
CF ] Airlock 		
CF ] Exits: north south 		
CF | 		
CF | > CLOSE INNER 		
CF | 		
CF | You close the inner airlock hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Ledge 		
CF ] Exits: north down 		
CF | 		
CF | > S 		
CF | 		
CF | (first opening the outer airlock hatch) 		
CF | You open the outer hatch and with a slight hiss the air escapes from 		
CF | the room. 		
CF | 		
CF | Narrow Ledge 		
CF | You find yourself on a narrow ledge on the outside of a spaceship, at 		
CF | a height of about 20 meters. From here you can see that the spaceship 		
CF | is in the middle of a huge crater with a very steep rim. As far as the 		
CF | eye can see, the crater ground is covered in orange sand. 		
CF | 		
CF | Next to the ledge, rungs are embedded in the ship's skin, they lead 		
CF | downwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. The robot has built a huge glass pyramid in the south and a 		
CF | field of solar panels in the east. There is also a large rock 		
CF | formation to the west with a cave entrance in it. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push body up" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > PUSH BODY UP 		
CF | 		
CF | The lifeless body cannot be pushed from place to place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x suit" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X SUIT 		
CF | 		
CF | This light protective suit looks like it was made to protect you from 		
CF | high UV radiation and provide you with breathable air for a while. At 		
CF | least you think so. On the left sleeve, at wrist level, there is a 		
CF | rectangular marker. 		
CF | 		
CF | The robot arrives from the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X BODY 		
CF | 		
CF | (the lifeless body) 		
CF | It is an adult human being, judging by the face a man in his 		
CF | mid-thirties. He is wearing a protective suit and has apparently 		
CF | fainted. Or he is dead and very well preserved, who knows? 		
CF | 		
CF | You hear the chain drive quietly dragging on the ground as the robot 		
CF | drives past you. The robot goes north. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x his marker" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X HIS MARKER 		
CF | 		
CF | You check the marker on your suit: it is blue. 		
CF | 		
CF | > 		Jacqueline says, "grr"
Knight_Otu says (to ClubFloyd), "x his suit" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X HIS SUIT 		
CF | 		
CF | This light protective suit looks like it was made to protect you from 		
CF | high UV radiation and provide you with breathable air for a while. At 		
CF | least you think so. On the left sleeve, at wrist level, there is a 		
CF | rectangular marker. 		
CF | 		
CF | The robot arrives from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x body's suit" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X BODY'S SUIT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Yep. His suit *also* has a rectangular marker."
		Jacqueline says, "Helpful."
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Hold 		
CF | With the overhead lights on, you can see that the large cargo area is 		
CF | full of different components and materials that are needed to build 		
CF | the colony. A low hum can be heard from somewhere. 		
CF | 		
CF | There is a light switch right next to the door frame. 		
CF | 		
CF | You can also see a tool locker (empty) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search materials" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > SEARCH MATERIALS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW asks, "put body on back?"
Knight_Otu says (to ClubFloyd), "search components" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > SEARCH COMPONENTS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. The robot has built a huge glass pyramid in the south and a 		
CF | field of solar panels in the east. There is also a large rock 		
CF | formation to the west with a cave entrance in it. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put body on back" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > PUT BODY ON BACK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "carry body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > CARRY BODY 		
CF | 		
CF | As gently as possible you place the body over your shoulder. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > U 		
CF | 		
CF | You need both hands to climb the rungs, but you only have one hand 		
CF | free with the lifeless body over your shoulder. 		
CF | 		
CF | > 		Jacqueline says, "so close"
Knight_Otu says (to ClubFloyd), "f wear towel as sling" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > F WEAR TOWEL AS SLING 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear towel as sling" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > WEAR TOWEL AS SLING 		
CF | 		
CF | I only understood you as far as wanting to wear the terry towel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put body on rungs" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > PUT BODY ON RUNGS 		
CF | 		
CF | Putting things on the embedded rungs would achieve nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put body on ledge" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > PUT BODY ON LEDGE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "throw body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > THROW BODY 		
CF | 		
CF | Carefully you let the body slide from your shoulder to the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tie towel" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > TIE TOWEL 		
CF | 		
CF | What do you want to tie the terry towel to? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump up" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > JUMP UP 		
CF | 		
CF | I only understood you as far as wanting to jump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > JUMP 		
CF | 		
CF | You jump around a bit to loosen up, but not too high, for fear of 		
CF | gravity failing and you falling into space. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump to airlock" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > JUMP TO AIRLOCK 		
CF | 		
CF | I only understood you as far as wanting to jump. 		
CF | 		
CF | > 		DavidW says, "I thought lighter gravity might halp."
Knight_Otu says (to ClubFloyd), "tie towel to body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > TIE TOWEL TO BODY 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | The robot arrives from the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rip towel" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > RIP TOWEL 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tear towel" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > TEAR TOWEL 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, build catapult." 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > ROBOT, BUILD CATAPULT. 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | You hear the chain drive quietly dragging on the ground as the robot 		
CF | drives past you. The robot goes north. 		
CF | 		
CF | > 		DavidW asks, "Are we assuming the guy's somehow still alive? Can we undress him?"
		Knight_Otu says, "We're not sure he's alive."
Knight_Otu says (to ClubFloyd), "craft rope" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > CRAFT ROPE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline says, "He might be alive"
		MoyTravis asks, "If you undress him he'll definitely not be alive right?"
		DavidW says, "If only we had an apple."
		Jacqueline says, "Right"
		Jacqueline asks, "An... apple?"
Knight_Otu says (to ClubFloyd), "undress body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > UNDRESS BODY 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ramp" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X RAMP 		
CF | 		
CF | The plate is approximately 1.5 by 3 meters and as thick as your little 		
CF | finger. It looks stable and heavy. Presumably it is made of a carbon 		
CF | fiber steel alloy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ladder" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > X LADDER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Hold 		
CF | With the overhead lights on, you can see that the large cargo area is 		
CF | full of different components and materials that are needed to build 		
CF | the colony. A low hum can be heard from somewhere. 		
CF | 		
CF | There is a light switch right next to the door frame. 		
CF | 		
CF | You can also see a tool locker (empty) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "listen" 		
CF ] Hold 		
CF ] Exits: outside 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You hold your breath and try to be as quiet as possible. You listen. 		
CF | There is nothing to hear, nothing at all. Silence has always 		
CF | frightened you the most and the only thing that makes any sound here 		
CF | seems to be yourself. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. The robot has built a huge glass pyramid in the south and a 		
CF | field of solar panels in the east. There is also a large rock 		
CF | formation to the west with a cave entrance in it. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Front of the huge glass pyramid 		
CF ] Exits: north east west INSIDE 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Front of the huge glass pyramid 		
CF | You are in the southern part of the crater. Most of this area is now 		
CF | occupied by a large pyramid that the robot has apparently built. 		
CF | 		
CF | Frankly, you are quite amazed and somewhat envious at how industrious 		
CF | this lousy insect (i.e. robot) actually is. 		
CF | 		
CF | You are standing right in front of the entrance with an automatic 		
CF | airlock leading inside. The ship is to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Entrance sluice to the pyramid 		
CF ] Exits: SOUTH outside 		
CF | 		
CF | > IN 		
CF | 		
CF | You take one step towards the door and it opens the way to the 		
CF | 		
CF | Entrance sluice to the pyramid 		
CF | This is a small rectangular chamber, the only prominent features being 		
CF | the automatic doors in the north and south walls. 		
CF | 		
CF | The door closes quickly behind you. 		
CF | 		
CF | > 		DavidW asks, "Glass pyramid?"
		Knight_Otu says, "The robit built it. Just saw it."
		Knight_Otu says, "*robot"
		Jacqueline says, "We are now in Paris, this is the Louvre."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > S 		
CF | 		
CF | You take one step towards the door and it opens the way to the 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | The door closes quickly behind you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop body" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > DROP BODY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu asks, "Oops?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Entrance sluice to the pyramid 		
CF ] Exits: south outside 		
CF | 		
CF | > N 		
CF | 		
CF | You take one step towards the door and it opens the way to the 		
CF | 		
CF | Entrance sluice to the pyramid 		
CF | This is a small rectangular chamber, the only prominent features being 		
CF | the automatic doors in the north and south walls. 		
CF | 		
CF | The door closes quickly behind you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Front of the huge glass pyramid 		
CF ] Exits: north east west inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | You take one step towards the door and it opens the way to the 		
CF | 		
CF | Front of the huge glass pyramid 		
CF | You are in the southern part of the crater. Most of this area is now 		
CF | occupied by a large pyramid that the robot has apparently built. 		
CF | 		
CF | You are standing right in front of the entrance with an automatic 		
CF | airlock leading inside. The ship is to the north. 		
CF | 		
CF | The door closes quickly behind you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In Front of the Ship 		
CF | You are next to the stern of the ship. In the fuselage between the 		
CF | three huge propulsion nozzles are rungs going up and a large open door 		
CF | frame leading inside. A large metal plate between the edge of the door 		
CF | and the ground serves as a ramp. 		
CF | 		
CF | The wasteland of the crater stretches in all directions around the 		
CF | ship. The robot has built a huge glass pyramid in the south and a 		
CF | field of solar panels in the east. There is also a large rock 		
CF | formation to the west with a cave entrance in it. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | > 		
olethros has arrived. 		
Knight_Otu says (to ClubFloyd), "get body" 		
CF ] In Front of the Ship 		
CF ] Exits: north south east west up inside 		
CF | 		
CF | > GET BODY 		
CF | 		
CF | As gently as possible you place the body over your shoulder. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Front of the huge glass pyramid 		
CF ] Exits: north east west inside 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Front of the huge glass pyramid 		
CF | You are in the southern part of the crater. Most of this area is now 		
CF | occupied by a large pyramid that the robot has apparently built. 		
CF | 		
CF | You are standing right in front of the entrance with an automatic 		
CF | airlock leading inside. The ship is to the north. 		
CF | 		
CF | You hear the chain drive quietly dragging on the ground as the robot 		
CF | drives past you. The robot goes north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Entrance sluice to the pyramid 		
CF ] Exits: south outside 		
CF | 		
CF | > IN 		
CF | 		
CF | You take one step towards the door and it opens the way to the 		
CF | 		
CF | Entrance sluice to the pyramid 		
CF | This is a small rectangular chamber, the only prominent features being 		
CF | the automatic doors in the north and south walls. 		
CF | 		
CF | The marker on the sleeve of your suit lights up bright blue. 		
CF | 		
CF | The door closes quickly behind you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop body" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > DROP BODY 		
CF | 		
CF | Carefully you let the body slide from your shoulder to the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x body" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > X BODY 		
CF | 		
CF | It is an adult human being, judging by the face a man in his 		
CF | mid-thirties. He is wearing a protective suit and has apparently 		
CF | fainted. Or he is dead and very well preserved, who knows? 		
CF | 		
CF | > 		Jacqueline says, "Wow. A lot happened while we were in that cave."
		DavidW asks, "now try to undress him?"
Knight_Otu says (to ClubFloyd), "prototaxites" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > PROTOTAXITES 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x prototaxites" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > X PROTOTAXITES 		
CF | 		
CF | (the prototaxites) 		
CF | These large tree-like plants are actually prehistoric fungi that died 		
CF | out on Earth millions of years ago. How you know that - you have no 		
CF | idea. They have thick purple stems and branches like tentacles, but no 		
CF | leaves, and thus resemble corals, except that the specimens here must 		
CF | be almost 10 metres high. Presumably they fulfil an important function 		
CF | in terraforming. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open suit" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > OPEN SUIT 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | The robot arrives from the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undress body" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > UNDRESS BODY 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wake body" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > WAKE BODY 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open helmet" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > OPEN HELMET 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "okay, see if there's a sickbay elsewhere in this pyramid."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN INSIDE 		
CF | 		
CF | > L 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | The metal door opens for the robot. The robot goes inside. 		
CF | 		
CF | > 		DavidW says, "up, down or in."
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Lower Chamber 		
CF | The room is quite high. A lot of pipes, a black box and a huge sheet 		
CF | metal cylinder that dominates the room. There is a door in the 		
CF | northern wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cylinder" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > X CYLINDER 		
CF | 		
CF | The cylinder takes up a large part of the room and reaches up to the 		
CF | ceiling. It is connected to the black box by thick pipes and there is 		
CF | a water tap at the bottom. Most likely it is a water tank. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open tap" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > OPEN TAP 		
CF | 		
CF | You open the tap and the water begins to flow onto the sandy ground 		
CF | and trickle away. 		
CF | 		
CF | You hear the chain drive quietly dragging on the ground as the robot 		
CF | drives past you. The robot goes outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fill bottle" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > FILL BOTTLE 		
CF | 		
CF | What do you want to fill the bottle (empty) with? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "water" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > WATER 		
CF | 		
CF | (the bottle (empty)) 		
CF | That's utter nonsense - how are you going to fill the bottle (empty) 		
CF | with the bottle (empty)? 		
CF | 		
CF | The door closes again after the robot has left. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close tap" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > CLOSE TAP 		
CF | 		
CF | You close the tap. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > OUT 		
CF | 		
CF | The door is closed and you can't see how to open it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | This is a reinforced metal door. It has neither a door handle nor is 		
CF | there a mechanism to open or close it. You wonder which idiot 		
CF | bureaucrat came up with the idea of installing such a door here? At 		
CF | the moment the door is closed. 		
CF | 		
CF | > 		Knight_Otu says, "Are you serious."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > OUT 		
CF | 		
CF | The door is closed and you can't see how to open it. 		
CF | 		
CF | The robot arrives from the outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP DOWN inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | > 		Knight_Otu says, "I need a quick break. Drive on."
DavidW says (to ClubFloyd), "d" 		
CF ] Subterranean Chamber 		
CF ] Exits: up 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Subterranean Chamber 		
CF | In this subterranean chamber is a large roaring machine. From it, 		
CF | thick pipes lead both deeper into the ground and up into the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machine" 		
CF ] Subterranean Chamber 		
CF ] Exits: up 		
CF | 		
CF | > X MACHINE 		
CF | 		
CF | The large roaring machine takes up half the chamber. Upon closer 		
CF | inspection, you get the impression that it is probably a pump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pump" 		
CF ] Subterranean Chamber 		
CF ] Exits: up 		
CF | 		
CF | > X PUMP 		
CF | 		
CF | The roaring pump takes up half the chamber. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pipes" 		
CF ] Subterranean Chamber 		
CF ] Exits: up 		
CF | 		
CF | > X PIPES 		
CF | 		
CF | The pipes are as thick as your thigh and they seem to make a noise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north UP down inside 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Upper Chamber 		
CF ] Exits: down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Upper Chamber 		
CF | The top floor of the building consists of a single room and your gut 		
CF | tells you that it is at the geometric centre of the pyramid. There is 		
CF | only one exit: a ramp leading down. 		
CF | 		
CF | You can see a medical chaise longue and a medical scanner here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north up down inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | You can see a lifeless body here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take body" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north up down inside 		
CF | 		
CF | > TAKE BODY 		
CF | 		
CF | As gently as possible you place the body over your shoulder. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Upper Chamber 		
CF ] Exits: down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Upper Chamber 		
CF | The top floor of the building consists of a single room and your gut 		
CF | tells you that it is at the geometric centre of the pyramid. There is 		
CF | only one exit: a ramp leading down. 		
CF | 		
CF | You can see a medical chaise longue and a medical scanner here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put body on longue" 		
CF ] Upper Chamber 		
CF ] Exits: down 		
CF | 		
CF | > PUT BODY ON LONGUE 		
CF | 		
CF | You put the lifeless body on the medical chaise longue. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scanner" 		
CF ] Upper Chamber 		
CF ] Exits: down 		
CF | 		
CF | > X SCANNER 		
CF | 		
CF | The medical diagnosis thing looks like two big cubes stacked on top of 		
CF | each other with rounded corners. It has a speaker and a sensor hanging 		
CF | from a cable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "scan body" 		
CF ] Upper Chamber 		
CF ] Exits: down 		
CF | 		
CF | > SCAN BODY 		
CF | 		
CF | What do you want to scan the lifeless body with? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "scanner" 		
CF ] Upper Chamber 		
CF ] Exits: down 		
CF | 		
CF | > SCANNER 		
CF | 		
CF | (utilising the attached sensor) 		
CF | The sensor hums as you examine the lifeless body with it. 		
CF | 		
CF | Finally, a scratchy voice sounds from the loudspeaker: "Attention! 		
CF | This person is dehydrated and therefore unconscious. Treatment: 		
CF | Administer water immediately." 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Jacqueline says, "Not dead. Cool."
		Jacqueline says, "Ironic that we found them at the bottom of water."
		DavidW says, "I need to visit the bathroom. bbiab"
		MoyTravis asks, "Well good thing we didn't try to open it outside. So are we the second person it woke up?"
		Jacqueline asks, "I *think* so?"
		Jacqueline asks, "Also, been going 2.8hrs. KO, how you doing?"
		Knight_Otu says, "I'm fine. I should have another half-hour in me."
		DavidW says, "back"
		DavidW says, "I think we should try refilling our bottle."
		Jacqueline says, "Sounds good"
DavidW says (to ClubFloyd), "d" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north up down inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Lower Chamber 		
CF | The room is quite high. A lot of pipes, a black box and a huge sheet 		
CF | metal water tank that dominates the room. There is a door in the 		
CF | northern wall. 		
CF | 		
CF | > 		Jacqueline asks, "From the lake, do you mean? Or do we have another source? Also, was the lake water or 'firewater' for our ship?"
DavidW says (to ClubFloyd), "put bottle under tap" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > PUT BOTTLE UNDER TAP 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tap" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > X TAP 		
CF | 		
CF | That's a pretty normal tap and you're wondering whether it was brought 		
CF | here with the other building materials or whether the stupid robot 		
CF | made it itself (and if so, how). 		
CF | 		
CF | You hear the chain drive quietly dragging on the ground as the robot 		
CF | drives past you. The robot goes outside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on tap" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > TURN ON TAP 		
CF | 		
CF | You open the tap and the water begins to flow onto the sandy ground 		
CF | and trickle away. 		
CF | 		
CF | The door closes again after the robot has left. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill bottle with tap" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > FILL BOTTLE WITH TAP 		
CF | 		
CF | You just let the bottle fill up with water. 		
CF | 		
CF | > 		olethros asks, "what is the robot doing?"
DavidW says (to ClubFloyd), "turn off tap" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > TURN OFF TAP 		
CF | 		
CF | You close the tap. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > OUT 		
CF | 		
CF | The door is closed and you can't see how to open it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Lower Chamber 		
CF ] Exits: outside 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The robot arrives from the outside. 		
CF | 		
CF | > 		Knight_Otu asks, "Probably watering the fungi?"
DavidW says (to ClubFloyd), "out" 		
CF ] Prototaxite forest in the pyramid 		
CF ] Exits: north up down inside 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Prototaxite forest in the pyramid 		
CF | The glass pyramid is basically a greenhouse, but with enormous 		
CF | dimensions, in which a whole forest of giant prototaxites grows. In 		
CF | the middle of the forest is a tall slender building. A door leads 		
CF | inside and ramps lead up (to the upper floor) and down (into the 		
CF | ground). The entrance sluice is to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Upper Chamber 		
CF ] Exits: down 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Upper Chamber 		
CF | The top floor of the building consists of a single room and your gut 		
CF | tells you that it is at the geometric centre of the pyramid. There is 		
CF | only one exit: a ramp leading down. 		
CF | 		
CF | You can see a medical chaise longue (on which is a lifeless body) and 		
CF | a medical scanner here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give water to body" 		
CF | > 		
CF | > GIVE WATER TO BODY 		
CF | 		
CF | Carefully you pour the water from the bottle into the mouth of the 		
CF | lifeless body. The body shows no reaction. 		
CF | 		
CF | You continue anyway and finally the hitherto lifeless body begins to 		
CF | twitch and choke! It finally rears up, coughing for air! 		
CF | 		
CF | (press any key) 		
DavidW pushes the green 'space' button. 		
CF ] Sunny Room 		
CF ] Exits: EAST 		
CF | 		
CF | Sunny Room (on the cosy bed) 		
CF | This is your room, simple but beautiful. Your cosy bed is here and you 		
CF | don't really need much else except an exit to go outside and that's to 		
CF | the east. 		
CF | 		
CF | The sun rose some time ago and now shines strongly into the room. 		
CF | 		
CF | A pretty little mirror hangs on the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Sunny Room 		
CF ] Exits: EAST 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | You'd have to get up first, because you can't look in the mirror from 		
CF | your bed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF ] Sunny Room 		
CF ] Exits: EAST 		
CF | 		
CF | > X BED 		
CF | 		
CF | Your bed is really super cosy. 		
CF | 		
CF | > 		Knight_Otu asks, "Timeskip? Or flashback?"
		DavidW says, "There better be a rocking chair and cake."
		Jacqueline shrugs.
DavidW says (to ClubFloyd), "stand" 		
CF ] Sunny Room 		
CF ] Exits: EAST 		
CF | 		
CF | > STAND 		
CF | 		
CF | You get off the cosy bed. 		
CF | 		
CF | Sunny Room 		
CF | This is your room, simple but beautiful. Your cosy bed is here and you 		
CF | don't really need much else except an exit to go outside and that's to 		
CF | the east. 		
CF | 		
CF | The sun rose some time ago and now shines strongly into the room. 		
CF | 		
CF | A pretty little mirror hangs on the wall. 		
CF | 		
CF | > 		Jacqueline says (to DW), "ha"
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Sunny Room 		
CF ] Exits: EAST 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | You look in the mirror: that's definitely you, Jon. A little unshaven, 		
CF | yes, and the hair is a little shaggy, but it's clearly you. 		
CF | 		
CF | What a dream! You straighten your hair a little. Did you really expect 		
CF | to see Valerie in the mirror? Phew! 		
CF | 		
CF | > 		Knight_Otu asks, "Sand cake?"
		Jacqueline says, "hee"
		MoyTravis says, "Oh protag switch AND flashback."
DavidW says (to ClubFloyd), "e" 		
CF ] Wonderful Garden 		
CF ] Exits: west 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Wonderful Garden 		
CF | The garden looks magnificent and it is. Everything is in bloom and 		
CF | thriving, and the glass dome stretches over it. 		
CF | 		
CF | You can see Valerie here. 		
CF | 		
CF | She looks up as you step out of your room: "Hi, Jon, you slept late 		
CF | today." She smiles at you. 		
CF | 		
CF | "Yes," you reply, "I had a, er, unusual dream." 		
CF | 		
CF | "Oh? What was it about?" 		
CF | 		
CF | "Well, it was all about you, really." That's not outright lying, after 		
CF | all, and you don't necessarily have to tell her she died two times in 		
CF | your dream. 		
CF | 		
CF | "Well, that's good then." She smiles mischievously at you and then 		
CF | looks shyly to the side. "Look what I found! It seems to be a new kind 		
CF | of plant. I found it in different places in the garden." 		
CF | 		
CF | She holds up what looks like a purple coral. And further back in the 		
CF | garden, the ugly robot drives by. 		
CF | 		
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 asks, "Wait. What. Or, like. Dream?"
		MoyTravis says, "Wha."
		MoyTravis says, "Hmm. Well, okay."
		MoyTravis says, "That was a sudden end."
		Knight_Otu says, "It sure was."
		DavidW says, "He dreamed our adventure."
		Knight_Otu says, "Along with counting our deaths."
		olethros says, "hooray"
		DavidW says, "Yes."
		olethros says, "but the purple coral was foretold!11"
		Knight_Otu idly wonders if there's a better ending if we never die.
		DavidW says, "When I play this again, I have to try pushing the boulder when the glass pyramid is built."
		Knight_Otu says, "Oh. That's a thought."
		DavidW says, "I'm glad we played this."
		DavidW says, "It's a shame the other four colonists died."
		Knight_Otu says, "Some awkward spots, especially with the pickaxe."
		MoyTravis says, "Pfft they were NEVER REAL and anybody who says otherwise is mad."
		Knight_Otu says, "Or maybe we woke them up and sent them to live in other craters."
		DavidW says, "Crater Mongolia"
		Jacqueline says, "It felt like we would go on forever and ever and then DONE"
		Jacqueline exclaims, "Thanks, all!"
		Knight_Otu says, "(Not that six people would make a colony with much future.)"
		DavidW says, "And the robot can be Gilligan."



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ClubFloyd Transcript:
Return to the Stars by Adrian Welcker
As played on ifMUD on July 18, 2021

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 Return to the Stars written by Adrian Welcker. Return to the Stars was released as part of the 2021 ParserComp, in which it took 11th 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 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
		

		Jacqueline asks, "So, people okay with Return to the Stars, then?"
		Knight_Otu says, "Sure, sounds good."
		MoyTravis says, "Mrmyep."
Jacqueline says (to ClubFloyd), "load sleepmask returntothestars" 		
CF ] Your Cell 		
CF | 		
CF | 		
CF | 		
CF | With his back against the proverbial wall, your commander ordered a 		
CF | somewhat daring raid on a Shwabolian outpost to break out of the 		
CF | strategic stalemate. Naturally, things didn't quite go as planned. 		
CF | Several members of your platoon were killed, and you were separated, 		
CF | captured, sedated, and taken to this prison... somewhere. 		
CF | 		
CF | Initially, you settled into a sort of routine: sleep, shower, eat, 		
CF | reconsider your life choices, the occasional questioning impeded by 		
CF | language barriers, and back to sleep again. But it has been three days 		
CF | since your captors last fed you – or given you any attention, really. 		
CF | If you are to leave this planet alive, you better find a way before 		
CF | you starve... 		
CF | 		
CF | Return to the Stars 		
CF | An Interactive Escape by Adrian Welcker 		
CF | Release 1 / Serial number 210630 / Inform 7 build 6M62 (I6/v6.35 lib 		
CF | 6/12N) 		
CF | Content Warning: descriptions of gore and violence – type ABOUT 		
CF | for more info. 		
CF | 		
CF | Your Cell 		
CF | This is the room you have spent most of your time in, ever since being 		
CF | taken captive. To be honest, you've kind of lost track of how long 		
CF | that has been. A cot stands in one corner of the room. An air duct 		
CF | covered by an old grate is mounted in the wall near the cot, exuding a 		
CF | constant stream of cool, fresh air (and the occasional drop of 		
CF | condensation, which falls to the ground with an annoyingly loud 		
CF | plink). A sanitary station – a sort of hybrid 		
CF | toilet-shower-sink – is built into a corner of the room. A metal door 		
CF | lies to the north, keeping you securely in the cell. 		
CF | 		
CF | On the cot are some neatly folded bedsheets. 		
CF | 		
CF | A small camera hangs above the cot, keeping a watchful eye on you. 		
CF | 		
CF | > 		DavidW says, "oh dear. Gore and violence was not what I was expecting at all."
		Jacqueline asks, "So, how to open that grate, then?"
		DavidW says, "I guess."
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Your Cell 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | bedsheets: Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Your Cell 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You've seen better days. 		
CF | 		
CF | > 		DavidW says, "We might need to tear the bedsheets and tie them for rope. Or to cover the camera."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Your Cell 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some bedsheets 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x fatigues" 		
CF ] Your Cell 		
CF | > 		
CF | > X FATIGUES 		
CF | 		
CF | A set of standard-issue combat fatigues, consisting of a gray shirt, 		
CF | pants and blouse in a grey-and-black digital urban camouflage pattern, 		
CF | and a pair of black leather boots. 		
CF | 		
CF | > 		
lkcampbell has arrived. 		DavidW says, "hi lkcampbell"
		Jacqueline says (to lkc), "We're not far in. Just @recap #clubhouse 150 (I think 150 is enough)"
		lkcampbell says, "hello :)"
		DavidW says, "We just started Return to the Stars."
		Knight_Otu says, "Hey there."
		lkcampbell says, "ok, thanks"
DavidW says (to ClubFloyd), "x camera" 		
CF ] Your Cell 		
CF | > 		
CF | > X CAMERA 		
CF | 		
CF | A small camera hangs in one corner of the room, a small red light 		
CF | presumably indicating that it is active. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cot" 		
CF ] Your Cell 		
CF | > 		
CF | > X COT 		
CF | 		
CF | Flimsy frame, uncomfortable plastic surface – it's a cot alright. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x grate" 		
CF ] Your Cell 		
CF | > 		
CF | > X GRATE 		
CF | 		
CF | A rather flimsy, rusty grate covering the air duct. It looks like you 		
CF | could break it if you wanted to (although the presence of the camera 		
CF | has so far kept you from attempting anything). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x station" 		
CF ] Your Cell 		
CF | > 		
CF | > X STATION 		
CF | 		
CF | A brushed aluminum clamshell contraption for personal hygiene, not 		
CF | unlike showers you've used on some UNDC ships. 		
CF | 		
CF | > 		Jacqueline says, "I am fine with a runthrough where they see us on camera and things end poorly."
		DavidW says, "It's possible no one's alive on the other side of the camera."
		Knight_Otu says, "Sure, we can try one."
		Jacqueline says (to DW), "See, that's my thinking."
DavidW says (to ClubFloyd), "break grate" 		
CF ] Your Cell 		
CF | > 		
CF | > BREAK GRATE 		
CF | 		
CF | It's too far up to throw a good punch at the grate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull grate" 		
CF ] Your Cell 		
CF | > 		
CF | > PULL GRATE 		
CF | 		
CF | With a groan of exertion, you pull the grate with enough force for the 		
CF | old welds to give way. You set the grate down on the ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter vent" 		
CF ] Your Cell 		
CF | > 		
CF | > ENTER VENT 		
CF | 		
CF | You get into the cell air duct. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Your Cell 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Your Cell (in the cell air duct) 		
CF | You are lying in the cell air duct, peeking out into the room: 		
CF | 		
CF | This is the room you have spent most of your time in, ever since being 		
CF | taken captive. To be honest, you've kind of lost track of how long 		
CF | that has been. A cot stands in one corner of the room. An air duct is 		
CF | mounted in the wall near the cot, exuding a constant stream of cool, 		
CF | fresh air (and the occasional drop of condensation, which falls to the 		
CF | ground with an annoyingly loud plink). A sanitary station – 		
CF | a 		
CF | sort of hybrid toilet-shower-sink – is built into a corner of the 		
CF | room. A metal door lies to the north, keeping you securely in the 		
CF | cell. 		
CF | 		
CF | A small camera hangs above the cot, keeping a watchful eye on you. 		
CF | 		
CF | You can also see the cell air duct's grate here. 		
CF | 		
CF | > 		Jacqueline says, "Huh. Still in the same room."
DavidW says (to ClubFloyd), "put grate back" 		
CF ] Your Cell 		
CF | > 		
CF | > PUT GRATE BACK 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take grate" 		
CF ] Your Cell 		
CF | > 		
CF | > TAKE GRATE 		
CF | 		
CF | You see no reason to carry the cell air duct's grate around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x duct" 		
CF ] Your Cell 		
CF | > 		
CF | > X DUCT 		
CF | 		
CF | It exudes a stream of cool, fresh air. It is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter duct" 		
CF ] Your Cell 		
CF | > 		
CF | > ENTER DUCT 		
CF | 		
CF | But you're already in the cell air duct. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Your Cell 		
CF | > 		
CF | > N 		
CF | 		
CF | You would have to get out of the cell air duct first. 		
CF | (To crawl through the duct, try typing CRAWL.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "crawl" 		
CF ] Prison Installations Room 		
CF | > 		
CF | > CRAWL 		
CF | 		
CF | (through the air duct) 		
CF | You crawl through the ducts, air rushing past your face. 		
CF | 		
CF | Prison Installations Room (in the bottom of the air duct) 		
CF | You are lying in the bottom of the air duct, peeking out into the 		
CF | room: 		
CF | 		
CF | This is where most of the installations and appliances keeping the 		
CF | cell complex running reside. A stiff breeze blows through this room, 		
CF | from the large machine on one wall, to the air ducts on the opposite 		
CF | wall. A ladder leads up. 		
CF | 		
CF | On one of the walls is a panel with a number of large switches on it. 		
CF | 		
CF | > 		Jacqueline says, "I am now officially having the breakfast and it will be hard to type for a few, but I am watching."
DavidW says (to ClubFloyd), "x machine" 		
CF ] Prison Installations Room 		
CF | > 		
CF | > X MACHINE 		
CF | 		
CF | A large machine takes up almost the entire south wall. It is forcing 		
CF | air through the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x panel" 		
CF ] Prison Installations Room 		
CF | > 		
CF | > X PANEL 		
CF | 		
CF | A number of large rotary switches are attached to this panel. One is 		
CF | labeled "YVTUGF", the next "IRAGVYNGVBA", a third "ZNTYBPX", and one 		
CF | is labeled "PBAGEBYF". 		
CF | 		
CF | > 		Knight_Otu says, "Bon appetit."
		Jacqueline says, "thx"
		Jacqueline says, "er, merci"
DavidW says (to ClubFloyd), "| is labeled "PBAGEBYF"" 		
CF ] Prison Installations Room 		
CF | > 		
CF | > | IS LABELED "PBAGEBYF" 		
CF | 		
CF | >IS LABELED PBAGEBYF 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "LIGHTS, VENTILATION, MAGLOCK, CONTROLS in rot13."
		Knight_Otu says, "Could ...yeah."
		Jacqueline asks, "is it rot13?"
		Knight_Otu says, "It is."
		MoyTravis asks, "Why do people build their prisons with convenient person-sized air ducts?"
		Jacqueline says, "ha"
DavidW says (to ClubFloyd), "out" 		
CF ] Prison Installations Room 		
CF | > 		
CF | > OUT 		
CF | 		
CF | (first kicking a hole into the grate) 		
CF | You get out of the bottom of the air duct. 		
CF | 		
CF | Prison Installations Room 		
CF | This is where most of the installations and appliances keeping the 		
CF | cell complex running reside. A stiff breeze blows through this room, 		
CF | from the large machine on one wall, to the air ducts on the opposite 		
CF | wall. A ladder leads up, the air duct to your cell is on the northern 		
CF | wall. 		
CF | 		
CF | On one of the walls is a panel with a number of large switches on it. 		
CF | 		
CF | > 		Knight_Otu says, "To enable cinematic prison breaks, apparently."
DavidW says (to ClubFloyd), "x ladder" 		
CF ] Prison Installations Room 		
CF | > 		
CF | > X LADDER 		
CF | 		
CF | A simple ladder is mounted on the wall, leading up. 		
CF | 		
CF | > 		DavidW says, "I say, don't push any switches yet, and go up the ladder."
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "u" 		
CF ] Control Room 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Control Room 		
CF | The walls are plastered with screens showing video feeds from 		
CF | throughout the facility. This must be the place from which the 		
CF | prisoners are monitored. 		
CF | 		
CF | A ladder leads down into the installations room, and a corridor leads 		
CF | south. 		
CF | 		
CF | Your helmet is sitting on a table in the middle of the room, with a 		
CF | number of wires attached to it. 		
CF | 		
CF | A control desk and some screens are installed on the wall. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		Jacqueline asks, "Anybody else on any of the other screens?"
DavidW says (to ClubFloyd), "x screens" 		
CF ] Control Room 		
CF | > 		
CF | > X SCREENS 		
CF | 		
CF | The screens show video feeds from various locations in the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x helmet" 		
CF ] Control Room 		
CF | > 		
CF | > X HELMET 		
CF | 		
CF | Taking a closer look at the helmet confirms that it is, in fact, 		
CF | yours. Perhaps the rest of the suit is around here somewhere as well. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Control Room 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | You carefully disconnect the wires that connect the helmet to the 		
CF | computer systems in the room. Hopefully, your captors haven't messed 		
CF | anything up. 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wires" 		
CF ] Control Room 		
CF | > 		
CF | > X WIRES 		
CF | 		
CF | A slew of thin wires lies discarded on the ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x desk" 		
CF ] Control Room 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | The screens show video feeds from various locations in the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear helmet" 		
CF ] Control Room 		
CF | > 		
CF | > WEAR HELMET 		
CF | 		
CF | Since the power and air supply are located in the torso pieces of the 		
CF | suit, wearing the helmet alone isn't terribly useful. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x first screen" 		
CF ] Control Room 		
CF | > 		
CF | > X FIRST SCREEN 		
CF | 		
CF | I only understood the first part of that – trying anyway. 		
CF | 		
CF | Retrying as: 		
CF | >X FIRST 		
CF | 		
CF | Type UNDO if this isn't what you wanted to do, or CORRECT OFF to stop 		
CF | automatically correcting commands. 		
CF | 		
CF | To stop these messages entirely, type NOVICE OFF. 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take wires" 		
CF ] Control Room 		
CF | > 		
CF | > TAKE WIRES 		
CF | 		
CF | They're hardly portable. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we aren#t interested in the sreens much."
		Jacqueline says, "guess not"
		DavidW asks, "South?"
Jacqueline says (to ClubFloyd), "about" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Content Warning 		
CF | Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "q" 		
CF ] Control Room 		
CF | Control Room 		
CF | The walls are plastered with screens showing video feeds from 		
CF | throughout the facility. This must be the place from which the 		
CF | prisoners are monitored. 		
CF | 		
CF | A ladder leads down into the installations room, and a corridor leads 		
CF | south. 		
CF | 		
CF | A control desk and some screens are installed on the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The featureless white corridor runs east-to-west, bending around a 		
CF | corner and out of sight to each end. 		
CF | 		
CF | The metal door leading to your cell is south. The control room lies 		
CF | around the corner to the west. 		
CF | 		
CF | > 		Jacqueline says, "Sorry, was hoping for a non-menu about..."
		Jacqueline says, "I have no patience for menus right now, myself."
		Knight_Otu says, "Understandable."
DavidW says (to ClubFloyd), "x door" 		
CF ] Corridor 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This is the door leading to your cell. It has a handle that allows it 		
CF | to be opened from this side. 		
CF | 		
CF | > 		DavidW asks, "hm. Is there a reason we might want this door opened?"
		Knight_Otu says, "I can't see one, but that doesn't mean much."
		DavidW says, "Looks like the way out is east."
		Jacqueline says, "Maybe if we'd forgotten the bed sheets and wanted to come back to get them in an easier manner."
		Knight_Otu says, "Maybe."
		DavidW says, "yeah, maybe."
DavidW says (to ClubFloyd), "e" 		
CF ] Front Office 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front Office 		
CF | This room is the entrance to the facility. You have no doubt that 		
CF | there would normally be at least one guard posted here, but at the 		
CF | moment it is empty. 		
CF | 		
CF | You could go east, into a small storage area, or south, back into the 		
CF | corridor. 		
CF | 		
CF | The way out of the building, to the north, leads through what appears 		
CF | to be an airlock. 		
CF | 		
CF | > 		DavidW says, "no desk or anything here."
DavidW says (to ClubFloyd), "x airlock" 		
CF ] Front Office 		
CF | > 		
CF | > X AIRLOCK 		
CF | 		
CF | You see nothing special about the airlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Storage Space 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Storage Space 		
CF | This small storage closet seems to be the place where inmates' 		
CF | possessions are stored. Bare-metal shelves line the walls. 		
CF | 		
CF | The only way out is west. 		
CF | 		
CF | Pieces of armor plating lie on the shelves. 		
CF | 		
CF | On the shelves are five ration bars. 		
CF | 		
CF | > 		Knight_Otu says, "The next step up from the paperless office, the desk-less office."
		Jacqueline says, "ooh food for our starving pc"
DavidW says (to ClubFloyd), "take all" 		
CF ] Storage Space 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plating" 		
CF ] Storage Space 		
CF | > 		
CF | > X PLATING 		
CF | 		
CF | You are fairly sure that these are the pieces of your battle armor. 		
CF | They seem to be intact, but an integral part – the helmet – is not 		
CF | among them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take plating" 		
CF ] Storage Space 0928hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE PLATING 		
CF | 		
CF | (donning the now-complete suit) 		
CF | You slip into the undersuit and latch the armored plates into place. 		
CF | As you slide on your helmet, the internal systems start up, informing 		
CF | you that everything is still in working order. 		
CF | 		
CF | > 		Jacqueline says, "This has been awfully easy and straight-forward."
		DavidW says, "So far, yes."
DavidW says (to ClubFloyd), "w" 		
CF ] Front Office 0928hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Front Office 		
CF | This room is the entrance to the facility. You have no doubt that 		
CF | there would normally be at least one guard posted here, but at the 		
CF | moment it is empty. 		
CF | 		
CF | You could go east, into a small storage area, or south, back into the 		
CF | corridor. 		
CF | 		
CF | The way out of the building, to the north, leads through what appears 		
CF | to be an airlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Front Office 0928hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the airlock) 		
CF | It seems to be locked. 		
CF | 		
CF | > 		Knight_Otu says, "I suspect this will change soon enough."
		Jacqueline says, "Yeah, I'm suspicious."
		DavidW says, "ah, the maglock switch should open it, I assume."
DavidW says (to ClubFloyd), "w" 		
CF ] Front Office 0928hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 0928hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The featureless white corridor runs east-to-west, bending around a 		
CF | corner and out of sight to each end. 		
CF | 		
CF | The metal door leading to your cell is south. The control room lies 		
CF | around the corner to the west, and the entry area lies around the 		
CF | corner to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Control Room 0929hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Control Room 		
CF | The walls are plastered with screens showing video feeds from 		
CF | throughout the facility. This must be the place from which the 		
CF | prisoners are monitored. 		
CF | 		
CF | A ladder leads down into the installations room, and a corridor leads 		
CF | south. 		
CF | 		
CF | A control desk and some screens are installed on the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Prison Installations Room 0929hrs 		
CF ] Breathable 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Prison Installations Room 		
CF | This is where most of the installations and appliances keeping the 		
CF | cell complex running reside. A stiff breeze blows through this room, 		
CF | from the large machine on one wall, to the air ducts on the opposite 		
CF | wall. A ladder leads up, the air duct to your cell is on the northern 		
CF | wall. 		
CF | 		
CF | On one of the walls is a panel with a number of large switches on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off maglock" 		
CF ] Prison Installations Room 0929hrs 		
CF ] Breathable 		
CF | 		
CF | > TURN OFF MAGLOCK 		
CF | 		
CF | You switch the MAGLOCK switch off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Control Room 0929hrs 		
CF ] Breathable 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Control Room 		
CF | The walls are plastered with screens showing video feeds from 		
CF | throughout the facility. This must be the place from which the 		
CF | prisoners are monitored. 		
CF | 		
CF | A ladder leads down into the installations room, and a corridor leads 		
CF | south. 		
CF | 		
CF | A control desk and some screens are installed on the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 0929hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The featureless white corridor runs east-to-west, bending around a 		
CF | corner and out of sight to each end. 		
CF | 		
CF | The metal door leading to your cell is south. The control room lies 		
CF | around the corner to the west, and the entry area lies around the 		
CF | corner to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Front Office 0929hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Front Office 		
CF | This room is the entrance to the facility. You have no doubt that 		
CF | there would normally be at least one guard posted here, but at the 		
CF | moment it is empty. 		
CF | 		
CF | You could go east, into a small storage area, or south, back into the 		
CF | corridor. 		
CF | 		
CF | The way out of the building, to the north, leads through what appears 		
CF | to be an airlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Prison Antecourt 0929hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the airlock) 		
CF | 		
CF | Prison Antecourt 		
CF | A small courtyard lies outside the prison, which appears to be built 		
CF | on a small island. 		
CF | 		
CF | The way back into the prison is south, through the airlock. You are 		
CF | otherwise surrounded by water, but there are some docks allowing easy 		
CF | access to the east. 		
CF | 		
CF | The airlock leading into the cell complex lies to the south. 		
CF | 		
CF | > 		Jacqueline says, "We're now on a timer."
		Knight_Otu says, "So we are."
		lkcampbell says, "so there is new info in the status bar"
		lkcampbell says, "must be from the suit"
		Jacqueline says, "yup"
		DavidW asks, "East?"
		Jacqueline says, "I wonder if there was anyone else in that station at all. I doubt it, I guess."
		lkcampbell says, "yeah a clock and an air timer"
		Knight_Otu says, "And air info."
		Jacqueline says, "East, sure."
DavidW says (to ClubFloyd), "e" 		
CF ] Prison Docks 0930hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Prison Docks 		
CF | The prison is built on a tiny island in the ocean – presumably to 		
CF | make 		
CF | escaping more difficult. A small dock extends into the water, away 		
CF | from the rocky shoreline. 		
CF | The shore, populated with buildings, lies a few hundred meters to the 		
CF | north. The prison antecourt is to your west. 		
CF | 		
CF | > 		Jacqueline asks, "Is this going to be yet another game where we give space-suits-that-work-as-diving-bear the side eye?"
		DavidW says, "I don't know."
		lkcampbell asks, "odd that the air isn't going down, maybe only with certain air quality?"
		Jacqueline asks, "Or maybe the game is not doing the one-turn-per-minute thing?"
		DavidW says, "There might be a boat further east? Or there might be something we need north."
		Knight_Otu says, "Maybe a turn isn't a... right."
		DavidW asks, "East or north?"
		lkcampbell says, "well, the clock appear to move one minute per turn"
		Jacqueline says, "Oh, fair."
		Knight_Otu says, "Right, the clock."
		Jacqueline says, "So, sure, if there *is* a further east, otherwise I vote for trying to swim."
		lkcampbell says, "oh maybe not quite...hmmm...I suspect figuring out the air time will be important"
DavidW says (to ClubFloyd), "e" 		
CF ] Prison Docks 0930hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Knight_Otu says, "I suspect there may be something to the north we need."
DavidW says (to ClubFloyd), "n" 		
CF ] Prison Docks 0930hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Knight_Otu says, "Or not."
		MoyTravis says, "Maybe the clock is real-time. That'd be pretty funny."
		Jacqueline says, "North would have been a swim, though."
DavidW says (to ClubFloyd), "x buildings" 		
CF ] Prison Docks 0930hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > X BUILDINGS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis says, "...though it's been more than a minute. So I can't be. Pity, that."
		lkcampbell says, "clock is definitely not one minute per turn"
		DavidW asks, "I'm not sure what's wrong here. South? Dive? West then north?"
		Knight_Otu says, "Examine might not take time."
		DavidW says, "Clock might not happen if the command isn't valid."
		Knight_Otu says, "Or that."
		MoyTravis asks, "x the shoreline, dock?"
DavidW says (to ClubFloyd), "x dock" 		
CF ] Prison Docks 0931hrs 		
CF ] High levels of CO2 Air: 98 min 		
CF | 		
CF | > X DOCK 		
CF | 		
CF | A floating plastic contraption with a metal frame. It wobbles as you 		
CF | try to stand on it. 		
CF | 		
CF | > 		MoyTravis says, "Oh that's time."
		lkcampbell says, "air just went down, too"
DavidW says (to ClubFloyd), "x frame" 		
CF ] Prison Docks 0931hrs 		
CF ] High levels of CO2 Air: 98 min 		
CF | 		
CF | > X FRAME 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shoreline" 		
CF ] Prison Docks 0932hrs 		
CF ] High levels of CO2 Air: 97 min 		
CF | 		
CF | > X SHORELINE 		
CF | 		
CF | The coastal cliff falls off into the water 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Prison Docks 0931hrs 		
CF ] High levels of CO2 Air: 98 min 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Prison Docks 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dive" 		
CF ] At The Bottom Of The Ocean 0931hrs 		
CF ] Submerged Air: 98 min 		
CF | 		
CF | > DIVE 		
CF | 		
CF | (in the water) 		
CF | While your armor is designed primarily for planetary and shipboard 		
CF | operations, it can also double as a space suit and diving equipment in 		
CF | a pinch (or so the manufacturer promises). While you had more chances 		
CF | than you'd care for to verify that it does make for a passable 		
CF | spacesuit, it may finally be time to put the "diving" part of that 		
CF | claim to the test. 		
CF | You jump into the water, spreading your arms and legs to slow your 		
CF | descent... 		
CF | About ten seconds later, you come to an abrupt halt as you land 		
CF | faceplate-first in the silt at the bottom of the sea. 		
CF | You scramble to your feet, wiping the muck off your faceplate. You can 		
CF | still breathe, and none of the electronics in your suit seem to have 		
CF | been fried – so far, so good. 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		Knight_Otu says, "Hope there's no grues on this planet."
		DavidW asks, "gruefish?"
		Knight_Otu asks, "Shargrues?"
		MoyTravis says, "This prison seriously has the worst security ever, so far."
		lkcampbell says, "Gruefish are fresh water"
		Knight_Otu says, "Yeah."
		MoyTravis says, "Does our suit have lights on it, it's a fancy space/diving suit surely it has lights."
		Knight_Otu says, "Part of me wonders whether this is a test, either as a simulation or otherwise."
DavidW says (to ClubFloyd), "turn on light" 		
CF ] At The Bottom Of The Ocean 0932hrs 		
CF ] Submerged Air: 97 min 		
CF | 		
CF | > TURN ON LIGHT 		
CF | 		
CF | You switch the helmet lamp on. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | rocky cliffs of the prison island lie to the south, the military 		
CF | complex is due north. 		
CF | 		
CF | > 		Jacqueline asks, "Also, the air went from 97 to 98 back to 97?"
		Knight_Otu says, "I mean, the warnings indicate no, but..."
		DavidW says, "I undid the x shoreline turn."
DavidW says (to ClubFloyd), "n" 		
CF ] At The Bottom Of The Ocean 0937hrs 		
CF ] Submerged Air: 92 min 		
CF | 		
CF | > N 		
CF | 		
CF | You slowly trudge northward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | military complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] At The Bottom Of The Ocean 0942hrs 		
CF ] Submerged Air: 87 min 		
CF | 		
CF | > N 		
CF | 		
CF | You slowly trudge northward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | military complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] At The Bottom Of The Ocean 0947hrs 		
CF ] Submerged Air: 82 min 		
CF | 		
CF | > N 		
CF | 		
CF | You slowly trudge northward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | ground is sloping upwards to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Shore Docks 0952hrs 		
CF ] High levels of CO2 Air: 77 min 		
CF | 		
CF | > N 		
CF | 		
CF | You slowly make your way up the muddy incline – half walking, half 		
CF | crawling – until you finally reach dry land again. 		
CF | 		
CF | Shore Docks 		
CF | The shoreline here seems more like an extension of the ocean floor you 		
CF | just walked: a gradual incline, rather than a sharp drop. A dock 		
CF | extends into the water to allow loading and unloading boats without 		
CF | needing to drive them up against the shore. (Although no boats are to 		
CF | be seen.) 		
CF | You vaguely recall coming through here, weeks ago, sedated, a 		
CF | breathing apparatus in your face... 		
CF | 		
CF | The prison buildings lie to the south, down the muddy incline and 		
CF | across the water, and the military complex continues to the north. 		
CF | 		
CF | > 		lkcampbell says, "yikes, air going down fast"
DavidW says (to ClubFloyd), "n" 		
CF ] Military Complex Plaza 0952hrs 		
CF ] High levels of CO2 Air: 77 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. What looks like a hangar lies to the east, 		
CF | blocked off by a force field. A smaller building, labeled "Barracks", 		
CF | lies to the west, and a larger building with a sign reading "Command 		
CF | Center", blocked off by a door, lies to the north. 		
CF | 		
CF | The wind picks up some leaves and blows them through the force field 		
CF | to the east. 		
CF | 		
CF | > 		lkcampbell says, "rather, trudging takes five minutes :)"
		DavidW asks, "Looks like barracks is easiest to enter?"
		Jacqueline says (to DW), "Belately, got it. I'd missed that."
		Knight_Otu says, "Yeah, barracks."
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 0952hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x couch" 		
CF ] Mess Hall 0953hrs 		
CF ] Breathable 		
CF | 		
CF | > X COUCH 		
CF | 		
CF | It's not a particularly nice couch – it looks rather old and 		
CF | worn – but still: it's a freakin' couch! How the hell did 		
CF | they get a couch out here?! 		
CF | 		
CF | > 		DavidW asks, "search the couch for spare keys and change?"
		Knight_Otu says, "Space IKEA)"
		Knight_Otu says, "Heh, maybe."
		MoyTravis asks, "...what. They...they brought it with them when they built the place?"
		MoyTravis asks, "Am I missing something with regards to the impossibility of couches?"
		DavidW says, "I guess couches aren't particularly outer space-y."
		Knight_Otu says, "I guess it's less impossible and more "Why do the rank and file get couches.""
DavidW says (to ClubFloyd), "search couch" 		
CF ] Mess Hall 0954hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH COUCH 		
CF | 		
CF | The couch is empty. 		
CF | 		
CF | > 		lkcampbell says, "Unless it's a space couch"
		MoyTravis asks, "No change, boo. Search the pillows?"
DavidW says (to ClubFloyd), "x pillows" 		
CF ] Mess Hall 0955hrs 		
CF ] Breathable 		
CF | 		
CF | > X PILLOWS 		
CF | 		
CF | They are plain white pillows that could very well be the same that 		
CF | people used for sleeping. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search pillows" 		
CF ] Mess Hall 0955hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH PILLOWS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move pillows" 		
CF ] Mess Hall 0955hrs 		
CF ] Breathable 		
CF | 		
CF | > MOVE PILLOWS 		
CF | 		
CF | They are fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under pillows" 		
CF ] Mess Hall 0956hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER PILLOWS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on couch" 		
CF ] Mess Hall 0957hrs 		
CF ] Breathable 		
CF | 		
CF | > SIT ON COUCH 		
CF | 		
CF | The couch looks comfy and inviting, and despite the entire situation 		
CF | you can't resist the urge to sit down for a bit. You transfer a 		
CF | considerable amount of mud to the couch in the proces, but if the 		
CF | Shwabolians ever notice, a dirty couch will be the least of your 		
CF | issues. 		
CF | 		
CF | > 		Knight_Otu says, "Those are some poor pillows if they're nailed where they are."
		Jacqueline says (to KO), "heh"
		lkcampbell says, "This is why the Shwabolians can't have nice things"
DavidW says (to ClubFloyd), "undo" 		
CF ] Mess Hall 0956hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Mess Hall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		MoyTravis says, "It turns out at the end that these Shawbolians had no natural defenses to human diseases, and that's why nobody is around to catch randos tramping into their barracks and dirtying all their couches."
		DavidW asks, "continue west past the Couch of Doom?"
DavidW says (to ClubFloyd), "x tables" 		
CF ] Mess Hall 0957hrs 		
CF ] Breathable 		
CF | 		
CF | > X TABLES 		
CF | 		
CF | You see nothing interesting about the tables. They are boring, even by 		
CF | the low standards of tables. 		
CF | 		
CF | > 		Knight_Otu says, "I rather suspect that the Shwabolians are humans themselves."
DavidW says (to ClubFloyd), "undo" 		
CF ] Mess Hall 0956hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Mess Hall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Barracks 0957hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, further into the 		
CF | building. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x beds" 		
CF ] Barracks 0958hrs 		
CF ] Breathable 		
CF | 		
CF | > X BEDS 		
CF | 		
CF | The non-folding, stacked version of the cot you spent the past weeks 		
CF | on, perhaps. From the looks of them, these bunks are only marginally 		
CF | more comfortable than what you had to sleep on. 		
CF | 		
CF | > 		lkcampbell asks, "and we are the alien?"
		Knight_Otu says, "Probably a human-human conflict."
DavidW says (to ClubFloyd), "look under beds" 		
CF ] Barracks 0959hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER BEDS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Barracks 0958hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Barracks 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Communal Washroom 0958hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		lkcampbell says, "it has been known to happen"
		Knight_Otu says, "Sadly so."
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Communal Washroom 0959hrs 		
CF ] Breathable 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | You regard yourself in one of the mirrors: Covered in a generous 		
CF | amount of ocean mud – you haven't looked this bad since bootcamp, 		
CF | probably. You're not sure whether you look particularly fierce or 		
CF | particularly ridiculous. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toilet" 		
CF ] Communal Washroom 1000hrs 		
CF ] Breathable 		
CF | 		
CF | > X TOILET 		
CF | 		
CF | They look like the kind you'd find in the worst of public restrooms 		
CF | back on earth: steel body, no lid, no real seat. Comfort clearly 		
CF | wasn't high on the priority list here. 		
CF | 		
CF | > 		Knight_Otu says, "(Also am I reading this right, the barracks has room for four people?)"
DavidW says (to ClubFloyd), "x shower" 		
CF ] Communal Washroom 1001hrs 		
CF ] Breathable 		
CF | 		
CF | > X SHOWER 		
CF | 		
CF | Much like the rest of the room, the showers aren't much to look at: 		
CF | non-adjustable shower heads emerging from the ceiling, simple 		
CF | mechanical controls mounted on the walls, and all the water ultimately 		
CF | goes down the grated drains built into the tiled floor. 		
CF | 		
CF | > 		DavidW says, "yes, just four."
DavidW says (to ClubFloyd), "x sink" 		
CF ] Communal Washroom 1002hrs 		
CF ] Breathable 		
CF | 		
CF | > X SINK 		
CF | 		
CF | Just like the toilets, the sinks are made of plain steel. 		
CF | 		
CF | > 		Knight_Otu says, "That's a small troop size."
		DavidW says, "This room seems unhelpful."
		Knight_Otu nods.
DavidW says (to ClubFloyd), "n" 		
CF ] Barracks 1002hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mess Hall 1002hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push couch" 		
CF ] Mess Hall 1002hrs 		
CF ] Breathable 		
CF | 		
CF | > PUSH COUCH 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		DavidW says, "no trap door underneath, then."
		DavidW says, "I wonder where everyone is."
		DavidW says, "We've seen no bodies."
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1002hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. What looks like a hangar lies to the east, 		
CF | blocked off by a force field. A smaller building, labeled "Barracks", 		
CF | lies to the west, and a larger building with a sign reading "Command 		
CF | Center", blocked off by a door, lies to the north. 		
CF | 		
CF | The force field to the east gives off a faint blue glow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Military Complex Plaza 1002hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the command center door) 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kick door" 		
CF ] Military Complex Plaza 1002hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > KICK DOOR 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1002hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | Your dirty hand passes through the force field, but not more. 		
CF | 		
CF | > 		lkcampbell says, "the air reset at least"
		Jacqueline says, "I wonder if we were supposed to wash our mud off."
		Jacqueline says, "Probably not, but."
		lkcampbell says, "well there was a shower"
		Knight_Otu says, "Maybe whatever high command there is decided to shut down the facility and forgot that there was a prisoner."
		Jacqueline says, "Because a horrible thing is coming."
		Jacqueline says, "In six turns we'll get *** TURNS OUT THERE WAS AN INCOMING ASTEROID ***"
		Knight_Otu says, "I guess that's also possible."
		DavidW says, "I'm not sure how a shower would help, but I don't know how to get past this door or this force field."
		lkcampbell says, "I'm just wondering what the purpose of the barracks was"
		DavidW asks, "Shall we try the shower, then?"
		lkcampbell says, "couldn't hurt"
		Knight_Otu says, "Let#s try."
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 1002hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Barracks 1002hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Communal Washroom 1002hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take shower" 		
CF ] Communal Washroom 1010hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE SHOWER 		
CF | 		
CF | You turn on one of the showers and let the water run over you. The mud 		
CF | slides off your gear and collects on the floor before finding its way 		
CF | down the drain. 		
CF | 		
CF | > 		lkcampbell says, "the game seems very focused on the muddiness"
		DavidW says, "okay. That was implemented. I'm surprised."
		lkcampbell says, "don't know why though"
DavidW says (to ClubFloyd), "n" 		
CF ] Barracks 1010hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mess Hall 1010hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1010hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. What looks like a hangar lies to the east, 		
CF | blocked off by a force field. A smaller building, labeled "Barracks", 		
CF | lies to the west, and a larger building with a sign reading "Command 		
CF | Center", blocked off by a door, lies to the north. 		
CF | 		
CF | A small bird flies through the force field and off to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1010hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | The force field does not let you pass. 		
CF | 		
CF | > 		Jacqueline says, "Cleanliness is next to godliness, and we are alone here, a god among the missing Stramboulians."
		Knight_Otu says, "Odd that forcefield."
		lkcampbell says, "That's as good a guess as I have so far"
DavidW says (to ClubFloyd), "I wonder if the field keeps suits out but would us in without the suit." 		
CF ] Military Complex Plaza 1010hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > I WONDER IF THE FIELD KEEPS SUITS OUT BUT WOULD US IN WITHOUT THE 		
CF | SUIT. 		
CF | 		
CF | You typed a rather long command and I didn't understand it. It's 		
CF | better to stick to simpler things like TAKE TRANSLATOR. 		
CF | 		
CF | > 		DavidW says, "ack"
		Knight_Otu says, "Yeah, that's what I am suspecting."
		MoyTravis says, "Hahaha."
		Knight_Otu says, "It let leaves and a bird pass that I could see, so..."
		lkcampbell says, "yup"
		Jacqueline asks, "What if instead of showering, we were supposed to completely cover ourselves in mud?"
		DavidW says, "If there's wind and birds, I think disrobing in the mess hall might be best. Don't want a squirrel to grab our stuff."
		DavidW says (to Jacqueline), "I dunno."
		DavidW says, "I didn't see a mud puddle to play in."
		DavidW says, "My plan is to disrobe in the mess hall, then dash through the field. Dunno if we have to ditch the bars and bedsheets too."
		Jacqueline says, "Looking forward to this."
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 1010hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove suit" 		
CF ] Mess Hall 		
CF | 		
CF | > REMOVE SUIT 		
CF | 		
CF | You take off the armor, setting the pieces down on the ground in front 		
CF | of you. 		
CF | 		
CF | > 		Knight_Otu says, "Sounds like a plan."
DavidW says (to ClubFloyd), "i" 		
CF ] Mess Hall 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | five ration bars 		
CF | some bedsheets 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop all" 		
CF ] Mess Hall 		
CF | > 		
CF | > DROP ALL 		
CF | 		
CF | ration bar: Dropped. 		
CF | ration bar: Dropped. 		
CF | ration bar: Dropped. 		
CF | ration bar: Dropped. 		
CF | ration bar: Dropped. 		
CF | bedsheets: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza NO AIR 		
CF | > 		
CF | > E 		
CF | 		
CF | Your headache quickly returns as you venture outside again 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. What looks like a hangar lies to the east, 		
CF | blocked off by a force field. A smaller building lies to the west, and 		
CF | a larger building , blocked off by a door, lies to the north. 		
CF | 		
CF | The wind picks up some leaves and blows them through the force field 		
CF | to the east. 		
CF | 		
CF | Without the protection of your suit, you succumb to the toxic 		
CF | atmosphere of this wholly hostile world. 		
CF | 		
CF | 		
CF | 		
CF | *** You have died *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, or QUIT? 		
CF | > 		lkcampbell exclaims, "When all else fails...streak!"
		Jacqueline says, "Do you gotta get full on nekki-- nope."
DavidW says (to ClubFloyd), "undo" 		
CF ] Mess Hall 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Mess Hall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hold breath" 		
CF ] Mess Hall 		
CF | > 		
CF | > HOLD BREATH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "hahaha"
DavidW says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
DavidW says (to ClubFloyd), "lka" 		
CF | %% Critical error. 		
CF | %% Message: stream_open_file: unable to open file. 		
CF ] Mess Hall 		
CF | > RESTORERestore failed. 		
CF | 		
CF | > 		DavidW asks, "I didn't save, did I?"
		Jacqueline says, "nope"
DavidW says (to ClubFloyd), "wear suit" 		
CF ] Mess Hall 1014hrs 		
CF ] Breathable 		
CF | 		
CF | > WEAR SUIT 		
CF | 		
CF | You put on your armor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bars and bedsheets" 		
CF ] Mess Hall 1015hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE BARS AND BEDSHEETS 		
CF | 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | ration bar: Taken. 		
CF | bedsheets: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bedsheets" 		
CF ] Mess Hall 1016hrs 		
CF ] Breathable 		
CF | 		
CF | > X BEDSHEETS 		
CF | 		
CF | Plain white bedsheets. Thin, scratchy, and not quite warm enough to 		
CF | keep you comfortable. It seems like all expenses were spared here. 		
CF | 		
CF | > 		DavidW asks, "They didn't get all muddy?"
		Knight_Otu says, "Magic bedsheets."
		Knight_Otu says, "Or the author didn't anticipate us taking them."
		DavidW says, "The shore docks does mention a 'muddy incline', so if there *is* mud for us, it's there."
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1016hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. What looks like a hangar lies to the east, 		
CF | blocked off by a force field. A smaller building, labeled "Barracks", 		
CF | lies to the west, and a larger building with a sign reading "Command 		
CF | Center", blocked off by a door, lies to the north. 		
CF | 		
CF | The wind picks up some leaves and blows them through the force field 		
CF | to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Shore Docks 1016hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Shore Docks 		
CF | The shoreline here seems more like an extension of the ocean floor you 		
CF | just walked: a gradual incline, rather than a sharp drop. A dock 		
CF | extends into the water to allow loading and unloading boats without 		
CF | needing to drive them up against the shore. (Although no boats are to 		
CF | be seen.) 		
CF | You vaguely recall coming through here, weeks ago, sedated, a 		
CF | breathing apparatus in your face... 		
CF | 		
CF | The prison buildings lie to the south, down the muddy incline and 		
CF | across the water, and the military complex continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear mud" 		
CF ] Shore Docks 1019hrs 		
CF ] High levels of CO2 Air: 96 min 		
CF | 		
CF | > WEAR MUD 		
CF | 		
CF | You kneel down in the mud and go to town, scooping up the gooey mud 		
CF | and slathering it onto yourself with both hands, until you are 		
CF | satisfied that you have covered every square inch (save for your 		
CF | visor) in a uniformly thick layer of the greyish-brown substance. 		
CF | 		
CF | > 		Knight_Otu says, "Well, then."
DavidW says (to ClubFloyd), "n" 		
CF ] Military Complex Plaza 1019hrs 		
CF ] High levels of CO2 Air: 96 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. What looks like a hangar lies to the east, 		
CF | blocked off by a force field. A smaller building, labeled "Barracks", 		
CF | lies to the west, and a larger building with a sign reading "Command 		
CF | Center", blocked off by a door, lies to the north. 		
CF | 		
CF | The force field to the east gives off a faint blue glow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hangar 1019hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | Your mud-covered body passes through the force field with little 		
CF | resistance. 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty, except for a 		
CF | messenger ship. 		
CF | 		
CF | The launch doors leading north are closed. You can go west, through 		
CF | the force field and back to the plaza, or up to the control room. 		
CF | 		
CF | A small bird flies through the force field and off to the west. 		
CF | 		
CF | > 		Knight_Otu says, "Security at its finest, indeed."
DavidW says (to ClubFloyd), "x ship" 		
CF ] Hangar 1020hrs 		
CF ] Breathable 		
CF | 		
CF | > X SHIP 		
CF | 		
CF | The messenger ship has a sleek silver shape. It looks like a somewhat 		
CF | larger, elongated variant of a typical Shwabolian dropship design. 		
CF | What sets it apart is the fact that, instead of a large cargo hold, it 		
CF | has a fully-featured alcubierre drive, allowing for faster-than-light 		
CF | travel. Useful for when urgent messages (or passengers) need to be 		
CF | delivered somewhere, and waiting for the next cargo hauler or patrol 		
CF | boat is not an option. 		
CF | 		
CF | > 		Jacqueline says, "Wait, the force field is giving off 'a faint blue glow' - watch for bad guys."
DavidW says (to ClubFloyd), "enter ship" 		
CF ] Hangar 1021hrs 		
CF ] Breathable 		
CF | 		
CF | > ENTER SHIP 		
CF | 		
CF | Hangar (in the messenger ship) 		
CF | You are sitting in the cockpit of the messenger ship. The control 		
CF | panels are dark and blank. 		
CF | 		
CF | > 		lkcampbell asks, "how is the bird breathing?"
		Knight_Otu asks, "Adapted to the environment?"
		lkcampbell says, "tiny space suit"
		DavidW says, "It's an alien bird breathing alien air."
		DavidW says, "There was wind."
DavidW says (to ClubFloyd), "x panels" 		
CF ] Hangar 1022hrs 		
CF ] Breathable 		
CF | 		
CF | > X PANELS 		
CF | 		
CF | The panels surrounding you are festooned with buttons and switches. 		
CF | You hope that most of them aren't too important. 		
CF | A notch is in one of the control panels, ready to accept something. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x notch" 		
CF ] Hangar 1023hrs 		
CF ] Breathable 		
CF | 		
CF | > X NOTCH 		
CF | 		
CF | The panels surrounding you are festooned with buttons and switches. 		
CF | You hope that most of them aren't too important. 		
CF | A notch is in one of the control panels, ready to accept something. 		
CF | 		
CF | > 		lkcampbell says, "okay, I guess the two different atmospheres are both breathable"
		DavidW says, "I think we need to find the ignition key."
		Jacqueline says, "yeah"
DavidW says (to ClubFloyd), "out" 		
CF ] Hangar 1023hrs 		
CF ] Breathable 		
CF | 		
CF | > OUT 		
CF | 		
CF | You get out of the messenger ship. 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty, except for a 		
CF | messenger ship. 		
CF | 		
CF | The launch doors leading north are closed. You can go west, through 		
CF | the force field and back to the plaza, or up to the control room. 		
CF | 		
CF | The wind picks up some leaves and blows them through the force field 		
CF | to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Control Tower 1023hrs 		
CF ] Breathable 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Control Tower 		
CF | You are standing in a room built into the wall near the ceiling of the 		
CF | cavernous hangar. Normally, no craft would enter or leave the airspace 		
CF | around the facility without the approval of the air-traffic 		
CF | controllers on duty here, but now it is deserted. 		
CF | 		
CF | The only way out is down, back into the hangar. 		
CF | 		
CF | A large window overlooks the landing pad outside. 		
CF | 		
CF | A desk festooned with screens and buttons is mounted below the window. 		
CF | 		
CF | > 		Knight_Otu says, "Probably has a higher CO2 tolerance."
		Jacqueline says, "And these people are masters of security, so I'm sure the key will be impossible to find."
DavidW says (to ClubFloyd), "x window" 		
CF ] Control Tower 1024hrs 		
CF ] Breathable 		
CF | 		
CF | > X WINDOW 		
CF | 		
CF | You see nothing special about the large window. 		
CF | 		
CF | > 		Knight_Otu says, "Heh."
DavidW says (to ClubFloyd), "look through window" 		
CF ] Control Tower 1025hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | You can see the the empty landing pad outside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x desk" 		
CF ] Control Tower 1026hrs 		
CF ] Breathable 		
CF | 		
CF | > X DESK 		
CF | 		
CF | This desk must be the place from which most of the air traffic going 		
CF | into and out of this place is controlled. It is festooned with 		
CF | screens, buttons, and switches, but three elements stick out: a switch 		
CF | labeled FORCE FIELD, one labeled LAUNCH DOORS, and a large red button. 		
CF | 		
CF | > 		Knight_Otu asks, "Apparently we learned the language?"
DavidW says (to ClubFloyd), "x button" 		
CF ] Control Tower 1027hrs 		
CF ] Breathable 		
CF | 		
CF | > X BUTTON 		
CF | 		
CF | A large red button is mounted in the center of the console. It is not 		
CF | labeled. 		
CF | 		
CF | > 		DavidW asks, "Maybe there's a second way into the command centre from the launch pad?"
		Knight_Otu says, "Maybe."
		DavidW says, "I assume the command centre is where the ignition key is."
		DavidW asks, "Any objection to turning off the force field and opening the launch doors?"
		Knight_Otu says, "No objections."
DavidW says (to ClubFloyd), "turn off field" 		
CF ] Control Tower 1028hrs 		
CF ] Breathable 		
CF | 		
CF | > TURN OFF FIELD 		
CF | 		
CF | You switch the FORCE FIELD switch off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open doors" 		
CF ] Control Tower 1029hrs 		
CF ] Breathable 		
CF | 		
CF | > OPEN DOORS 		
CF | 		
CF | You flip the switch, and the large doors separating the hangar from 		
CF | the launch pad slide open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Hangar 1029hrs 		
CF ] Breathable 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty, except for a 		
CF | messenger ship. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Landing Strip 1029hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Landing Strip 		
CF | You are standing on the tarmac of a small landing pad. It's not long 		
CF | enough for a fixed-wing atmospheric craft to take off, but perfectly 		
CF | adequate for the vertical take-off and landing operation of a 		
CF | space-capable vessel. 		
CF | 		
CF | You could go south, through the launch doors and back into the hangar. 		
CF | 		
CF | > 		DavidW says, "hm. No other exit."
		DavidW says, "I suppose we'll want that shower now, but we still need a key of some sort."
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "s" 		
CF ] Hangar 1029hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty, except for a 		
CF | messenger ship. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Military Complex Plaza 1029hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 1029hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Barracks 1029hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Communal Washroom 1030hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take shower" 		
CF ] Communal Washroom 1038hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE SHOWER 		
CF | 		
CF | You turn on one of the showers and let the water run over you. The mud 		
CF | slides off your gear and collects on the floor before finding its way 		
CF | down the drain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Barracks 1038hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb beds" 		
CF ] Barracks 1038hrs 		
CF ] Breathable 		
CF | 		
CF | > CLIMB BEDS 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search beds" 		
CF ] Barracks 1038hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH BEDS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Barracks 1038hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Barracks 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push beds" 		
CF ] Barracks 1038hrs 		
CF ] Breathable 		
CF | 		
CF | > PUSH BEDS 		
CF | 		
CF | They are fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mess Hall 1038hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x couch" 		
CF ] Mess Hall 1039hrs 		
CF ] Breathable 		
CF | 		
CF | > X COUCH 		
CF | 		
CF | It's not a particularly nice couch – it looks rather old and 		
CF | worn – but still: it's a freakin' couch! How the hell did 		
CF | they get a couch out here?! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tear couch" 		
CF ] Mess Hall 1039hrs 		
CF ] Breathable 		
CF | 		
CF | > TEAR COUCH 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open couch" 		
CF ] Mess Hall 1039hrs 		
CF ] Breathable 		
CF | 		
CF | > OPEN COUCH 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take couch" 		
CF ] Mess Hall 1039hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE COUCH 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		Jacqueline says, "Dang. The last few weeks I feel like violence has been the answer."
DavidW says (to ClubFloyd), "look under couch" 		
CF ] Mess Hall 1040hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER COUCH 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		Knight_Otu says, "It's like a pendulum."
		Jacqueline says, "Yeah"
		Jacqueline says, "It's really not fair."
DavidW says (to ClubFloyd), "look under tables" 		
CF ] Mess Hall 1041hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER TABLES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "I'm not finding a key."
DavidW says (to ClubFloyd), "touch couch" 		
CF ] Mess Hall 1042hrs 		
CF ] Breathable 		
CF | 		
CF | > TOUCH COUCH 		
CF | 		
CF | Through your armored gloves, you don't really feel much of anything. 		
CF | 		
CF | You feel nothing unexpected. 		
CF | 		
CF | > 		Jacqueline asks, "We searched the ship itself? It wasn't in a mag box behind the left rear tire?"
		DavidW says, "I didn't search the ship. There didn't seem to be much inside but the seat and the controls."
		Jacqueline says, "I am sort of kidding. At least about the mag box. But it's not hidden under a seat in the ship itself, I mean."
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1042hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hangar 1042hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty, except for a 		
CF | messenger ship. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter ship" 		
CF ] Hangar 1043hrs 		
CF ] Breathable 		
CF | 		
CF | > ENTER SHIP 		
CF | 		
CF | Hangar (in the messenger ship) 		
CF | You are sitting in the cockpit of the messenger ship. The control 		
CF | panels are dark and blank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x seat" 		
CF ] Hangar 1043hrs 		
CF ] Breathable 		
CF | 		
CF | > X SEAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "If I were a command center key, I'Ad probably hang out in the inventory of the commander. Not a particularly helpful thought."
		DavidW says, "no seat object to search."
		DavidW asks, "Were there lockers that just weren't mentioned?"
Jacqueline says (to ClubFloyd), "x panel" 		
CF ] Hangar 1044hrs 		
CF ] Breathable 		
CF | 		
CF | > X PANEL 		
CF | 		
CF | The panels surrounding you are festooned with buttons and switches. 		
CF | You hope that most of them aren't too important. 		
CF | A notch is in one of the control panels, ready to accept something. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look under panel" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER PANEL 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look behind panel" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK BEHIND PANEL 		
CF | 		
CF | If you can see an object, you can usually just interact with it 		
CF | directly without worrying about your position (although since you're 		
CF | in or on something, you may need to type EXIT first). Try a command 		
CF | like EXAMINE MESSENGER SHIP for a closer look at something, LOOK to 		
CF | get a new description of this location, or a direction like WEST (or 		
CF | W) to move to a different location. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put bar in notch" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > PUT BAR IN NOTCH 		
CF | 		
CF | You put the ration bar into the notch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bar" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE BAR 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline says, "Aw. You gave the ship a little snack."
		lkcampbell says, "hotwire the ship with a ration bar"
DavidW says (to ClubFloyd), "put finger in notch" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > PUT FINGER IN NOTCH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Well, I haven't noticed any lockers. I guess there should have been some in the barracks, and yet."
		Jacqueline says (to KO), "yeah"
Jacqueline says (to ClubFloyd), "pull key out of bum" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > PULL KEY OUT OF BUM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "I guess I'm glad that didn't work. Might have been painful."
		lkcampbell says, "first place I usually look"
		Jacqueline says, "Truth"
DavidW says (to ClubFloyd), "w" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | You would have to get out of the messenger ship first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Hangar 1045hrs 		
CF ] Breathable 		
CF | 		
CF | > OUT 		
CF | 		
CF | You get out of the messenger ship. 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty, except for a 		
CF | messenger ship. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x ship" 		
CF ] Hangar 1046hrs 		
CF ] Breathable 		
CF | 		
CF | > X SHIP 		
CF | 		
CF | The messenger ship has a sleek silver shape. It looks like a somewhat 		
CF | larger, elongated variant of a typical Shwabolian dropship design. 		
CF | What sets it apart is the fact that, instead of a large cargo hold, it 		
CF | has a fully-featured alcubierre drive, allowing for faster-than-light 		
CF | travel. Useful for when urgent messages (or passengers) need to be 		
CF | delivered somewhere, and waiting for the next cargo hauler or patrol 		
CF | boat is not an option. 		
CF | 		
CF | > 		DavidW asks, "Any idea what the red button in the control tower does?"
		DavidW says, "We might want to push it."
		Knight_Otu asks, "There wasn't a welcome mat in front of the command center, right?"
		Jacqueline asks, "I do like to push red buttons. Who doesn't?"
		DavidW says, "I didn't examine the door."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Hangar 1046hrs 		
CF ] Breathable 		
CF | Ok. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we can push the obvious self-destruct."
DavidW says (to ClubFloyd), "u" 		
CF ] Control Tower 1046hrs 		
CF ] Breathable 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Control Tower 		
CF | You are standing in a room built into the wall near the ceiling of the 		
CF | cavernous hangar. Normally, no craft would enter or leave the airspace 		
CF | around the facility without the approval of the air-traffic 		
CF | controllers on duty here, but now it is deserted. 		
CF | 		
CF | The only way out is down, back into the hangar. 		
CF | 		
CF | A large window overlooks the landing pad outside. 		
CF | 		
CF | A desk festooned with screens and buttons is mounted below the window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push red button" 		
CF ] Control Tower 1048hrs 		
CF ] Breathable 		
CF | 		
CF | > PUSH RED BUTTON 		
CF | 		
CF | An alarm sounds, and the floor below the messenger ship begins to 		
CF | move: it is standing on a sort of conveyor belt, and is now moving 		
CF | outside and into position on the launch pad. 		
CF | 		
CF | > 		Jacqueline says, "ooh"
		lkcampbell says, "well thats something"
		Knight_Otu says, "Well, not a self-destruct, and useful."
		DavidW says, "yes"
DavidW says (to ClubFloyd), "d" 		
CF ] Hangar 1048hrs 		
CF ] Breathable 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		DavidW says, "No key on the floor."
DavidW says (to ClubFloyd), "w" 		
CF ] Military Complex Plaza 1048hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Military Complex Plaza 1049hrs 		
CF ] High levels of CO2 Air: 98 min 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | A simple metal door. It is equipped with a card reader rather than a 		
CF | keyhole. It is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mat" 		
CF ] Military Complex Plaza 1049hrs 		
CF ] High levels of CO2 Air: 98 min 		
CF | 		
CF | > X MAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "A key card. Hm."
DavidW says (to ClubFloyd), "x sign" 		
CF ] Military Complex Plaza 1049hrs 		
CF ] High levels of CO2 Air: 98 min 		
CF | 		
CF | > X SIGN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x command center" 		
CF ] Military Complex Plaza 1050hrs 		
CF ] High levels of CO2 Air: 97 min 		
CF | 		
CF | > X COMMAND CENTER 		
CF | 		
CF | (the command center door) 		
CF | A simple metal door. It is equipped with a card reader rather than a 		
CF | keyhole. It is closed. 		
CF | 		
CF | > 		DavidW asks, "Behind a mirror?"
		Knight_Otu asks, "Maybe?"
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 1050hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x counters" 		
CF ] Mess Hall 1051hrs 		
CF ] Breathable 		
CF | 		
CF | > X COUNTERS 		
CF | 		
CF | This must be where the food was handed out. Like most of the sparse 		
CF | furniture in here, there really isn't anything noteworthy about them: 		
CF | just white plastic surfaces with recessions for food bowls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x recessions" 		
CF ] Mess Hall 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > X RECESSIONS 		
CF | 		
CF | This must be where the food was handed out. Like most of the sparse 		
CF | furniture in here, there really isn't anything noteworthy about them: 		
CF | just white plastic surfaces with recessions for food bowls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Barracks 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x locker" 		
CF ] Barracks 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > X LOCKER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x walls" 		
CF ] Barracks 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > X WALLS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Communal Washroom 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open mirror" 		
CF ] Communal Washroom 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > OPEN MIRROR 		
CF | 		
CF | They aren't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behind mirror" 		
CF ] Communal Washroom 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK BEHIND MIRROR 		
CF | 		
CF | If you can see an object, you can usually just interact with it 		
CF | directly without worrying about your position. Try a command like 		
CF | EXAMINE MIRRORS for a closer look at something, LOOK to get a new 		
CF | description of this location, or a direction like NORTH (or N) to move 		
CF | to a different location. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move mirror" 		
CF ] Communal Washroom 1052hrs 		
CF ] Breathable 		
CF | 		
CF | > MOVE MIRROR 		
CF | 		
CF | They are fixed in place. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "break mirror" 		
CF ] Communal Washroom 1053hrs 		
CF ] Breathable 		
CF | 		
CF | > BREAK MIRROR 		
CF | 		
CF | You drive an armored fist into one of the mirrors, smashing it. You 		
CF | pocket one of the larger pieces. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		DavidW says, "ok"
		Jacqueline says, "Um, sure"
		DavidW asks, "To cut the couch with?"
		Jacqueline says, "OOOH"
		lkcampbell says, "sometimes violence is the answer...again"
		Jacqueline says, "DO IT"
DavidW says (to ClubFloyd), "n" 		
CF ] Barracks 1053hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mess Hall 1053hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		Jacqueline says, "Even, though... seriously. If that works..."
DavidW says (to ClubFloyd), "cut couch" 		
CF ] Mess Hall 1053hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT COUCH 		
CF | 		
CF | What do you want to cut the couch with? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "mirror" 		
CF ] Mess Hall 1053hrs 		
CF ] Breathable 		
CF | 		
CF | > MIRROR 		
CF | 		
CF | The shard cannot cut anything. 		
CF | 		
CF | > 		Jacqueline says, "mmkay"
DavidW says (to ClubFloyd), "x shard" 		
CF ] Mess Hall 1054hrs 		
CF ] Breathable 		
CF | 		
CF | > X SHARD 		
CF | 		
CF | A piece of mirror. You catch a glimpse of your helmet as you tilt it 		
CF | around. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
		Jacqueline asks, "But ... I wonder if it cuts the sheets? For future rope making?"
		Jacqueline says, "As you were saying earlier..."
		Jacqueline says, "Though I have yet to see a need for that."
		DavidW says, "I only thought of a rope if the cell was high off the ground."
		Knight_Otu says, "Maybe to lasso the asteroid that's surely coming."
		Jacqueline says, "Totally"
		Jacqueline says (to DW), "Yeah, true."
		Jacqueline says, "Just weird that we created and took a shard of mirror."
		DavidW says, "Anyway, the shard cannot cut anything, so it must be its reflective property that's useful."
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1054hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "unlock door with shard" 		
CF ] Military Complex Plaza 1054hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > UNLOCK DOOR WITH SHARD 		
CF | 		
CF | That doesn't seem to fit the lock. 		
CF | 		
CF | > 		Jacqueline says, "Heh. Stick it in the ship."
DavidW says (to ClubFloyd), "e" 		
CF ] Hangar 1054hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Landing Strip 1054hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Landing Strip 		
CF | You are standing on the tarmac of a small landing pad. It's not long 		
CF | enough for a fixed-wing atmospheric craft to take off, but perfectly 		
CF | adequate for the vertical take-off and landing operation of a 		
CF | space-capable vessel. 		
CF | 		
CF | You could go south, through the launch doors and back into the hangar. 		
CF | 		
CF | You can see a messenger ship here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Landing Strip 1054hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > IN 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter ship" 		
CF ] Landing Strip 1055hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > ENTER SHIP 		
CF | 		
CF | Landing Strip (in the messenger ship) 		
CF | You are sitting in the cockpit of the messenger ship. The control 		
CF | panels are dark and blank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put shard in notch" 		
CF ] Landing Strip 1055hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > PUT SHARD IN NOTCH 		
CF | 		
CF | You put the shard into the notch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take shard" 		
CF ] Landing Strip 1055hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > TAKE SHARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "touch panel" 		
CF ] Landing Strip 1056hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > TOUCH PANEL 		
CF | 		
CF | Through your armored gloves, you don't really feel much of anything. 		
CF | 		
CF | You feel nothing unexpected. 		
CF | 		
CF | > 		lkcampbell asks, "can you turn the shard after it is in the notch?"
lkcampbell says (to ClubFloyd), "put shard in notch" 		
CF ] Landing Strip 1057hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > PUT SHARD IN NOTCH 		
CF | 		
CF | You put the shard into the notch. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "turn shard" 		
CF ] Landing Strip 1058hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > TURN SHARD 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "take shard" 		
CF ] Landing Strip 1058hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > TAKE SHARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "I really think it needs the correct item and is foolishly coded to accept any item."
		DavidW says, "For all I know, the shard might've been a second way to disable the force field."
Knight_Otu says (to ClubFloyd), "look in shard" 		
CF ] Landing Strip 1058hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > LOOK IN SHARD 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shard" 		
CF ] Landing Strip 1059hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > X SHARD 		
CF | 		
CF | A piece of mirror. You catch a glimpse of your helmet as you tilt it 		
CF | around. 		
CF | 		
CF | > 		DavidW says, "I dunno. I'm really to look for loose floorboards or sit on pillows."
		DavidW says, "er ready"
		Knight_Otu says, "I am uncertain how the shardcan help us. Maybe we need to sit on the couch and it'll reflect something we should have seen without it, who knows."
		DavidW says, "Maybe we don't find the key unless we sit on the couch without our suit on, because we need to accidentally feel it."
		DavidW says (to Knight), "That'd be weird."
		Jacqueline says, "Yes, But I am open to whatever."
DavidW says (to ClubFloyd), "out" 		
CF ] Landing Strip 1059hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > OUT 		
CF | 		
CF | You get out of the messenger ship. 		
CF | 		
CF | Landing Strip 		
CF | You are standing on the tarmac of a small landing pad. It's not long 		
CF | enough for a fixed-wing atmospheric craft to take off, but perfectly 		
CF | adequate for the vertical take-off and landing operation of a 		
CF | space-capable vessel. 		
CF | 		
CF | You could go south, through the launch doors and back into the hangar. 		
CF | 		
CF | You can see a messenger ship here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Hangar 1059hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Military Complex Plaza 1059hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Shore Docks 1059hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Shore Docks 		
CF | The shoreline here seems more like an extension of the ocean floor you 		
CF | just walked: a gradual incline, rather than a sharp drop. A dock 		
CF | extends into the water to allow loading and unloading boats without 		
CF | needing to drive them up against the shore. (Although no boats are to 		
CF | be seen.) 		
CF | You vaguely recall coming through here, weeks ago, sedated, a 		
CF | breathing apparatus in your face... 		
CF | 		
CF | The prison buildings lie to the south, down the muddy incline and 		
CF | across the water, and the military complex continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dock" 		
CF ] Shore Docks 1100hrs 		
CF ] High levels of CO2 Air: 98 min 		
CF | 		
CF | > X DOCK 		
CF | 		
CF | A floating plastic contraption with a metal frame. It wobbles as you 		
CF | try to stand on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shoreline" 		
CF ] Shore Docks 1101hrs 		
CF ] High levels of CO2 Air: 97 min 		
CF | 		
CF | > X SHORELINE 		
CF | 		
CF | The muddy shore slopes down into the water. You can see the rut you 		
CF | left as you crawled up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rut" 		
CF ] Shore Docks 1102hrs 		
CF ] High levels of CO2 Air: 96 min 		
CF | 		
CF | > X RUT 		
CF | 		
CF | The muddy shore slopes down into the water. You can see the rut you 		
CF | left as you crawled up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig mud" 		
CF ] Shore Docks 1102hrs 		
CF ] High levels of CO2 Air: 96 min 		
CF | 		
CF | > DIG MUD 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off helmet" 		
CF ] Shore Docks 1103hrs 		
CF ] High levels of CO2 Air: 96 min 		
CF | 		
CF | > TURN OFF HELMET 		
CF | 		
CF | You switch the helmet lamp off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Military Complex Plaza 1103hrs 		
CF ] High levels of CO2 Air: 96 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit door" 		
CF ] Military Complex Plaza 1103hrs 		
CF ] High levels of CO2 Air: 96 min 		
CF | 		
CF | > HIT DOOR 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		Knight_Otu says, "Had to try it."
		DavidW says, "I tried that a hundred turns ago."
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 1103hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry, must have missed that."
DavidW says (to ClubFloyd), "x chair" 		
CF ] Mess Hall 1103hrs 		
CF ] Breathable 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove suit" 		
CF ] Mess Hall 		
CF | 		
CF | > REMOVE SUIT 		
CF | 		
CF | You take off the armor, setting the pieces down on the ground in front 		
CF | of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on couch" 		
CF ] Mess Hall 		
CF | > 		
CF | > SIT ON COUCH 		
CF | 		
CF | You get into the couch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on pillow" 		
CF ] Mess Hall 		
CF | > 		
CF | > SIT ON PILLOW 		
CF | 		
CF | They're not something you can sit down on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch pillow" 		
CF ] Mess Hall 		
CF | > 		
CF | > TOUCH PILLOW 		
CF | 		
CF | You feel nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch couch" 		
CF ] Mess Hall 		
CF | > 		
CF | > TOUCH COUCH 		
CF | 		
CF | You feel nothing unexpected. 		
CF | 		
CF | > 		Jacqueline says, "Sleep on the couch, have a dream sequence which includes a vision of the key."
		Knight_Otu says, "Those are some very poor pillows."
		Jacqueline says, "Like, the couch seems like it's gotta be relevant."
DavidW says (to ClubFloyd), "wear suit" 		
CF ] Mess Hall 1108hrs 		
CF ] Breathable 		
CF | 		
CF | > WEAR SUIT 		
CF | 		
CF | You put on your armor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lie on couch" 		
CF ] Mess Hall 1108hrs 		
CF ] Breathable 		
CF | 		
CF | > LIE ON COUCH 		
CF | 		
CF | But you're already in the couch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Mess Hall 1108hrs 		
CF ] Breathable 		
CF | 		
CF | > SLEEP 		
CF | 		
CF | You've spent so much of these past few weeks sleeping that you feel 		
CF | like you won't be tired again in a long time 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "l" 		
CF ] Mess Hall 1108hrs 		
CF ] Breathable 		
CF | 		
CF | > L 		
CF | 		
CF | Mess Hall (in the couch) 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Mess Hall 1108hrs 		
CF ] Breathable 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | your armor (being worn) 		
CF | a shard 		
CF | five ration bars 		
CF | some bedsheets 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "x fatigues" 		
CF ] Mess Hall 1109hrs 		
CF ] Breathable 		
CF | 		
CF | > X FATIGUES 		
CF | 		
CF | A set of standard-issue combat fatigues, consisting of a gray shirt, 		
CF | pants and blouse in a grey-and-black digital urban camouflage pattern, 		
CF | and a pair of black leather boots. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "search fatigues" 		
CF ] Mess Hall 1110hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH FATIGUES 		
CF | 		
CF | You can't do that while wearing your armor over top of the fatigues. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "remove armor" 		
CF ] Mess Hall 		
CF | 		
CF | > REMOVE ARMOR 		
CF | 		
CF | You take off the armor, setting the pieces down on the ground in front 		
CF | of you. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "search fatigues" 		
CF ] Mess Hall 		
CF | > 		
CF | > SEARCH FATIGUES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
lkcampbell says (to ClubFloyd), "wear armor" 		
CF ] Mess Hall 1113hrs 		
CF ] Breathable 		
CF | 		
CF | > WEAR ARMOR 		
CF | 		
CF | You put on your armor. 		
CF | 		
CF | > 		DavidW says, "It's highly unlikely we were carrying the keycard all along."
		Jacqueline says, "gosh"
		Knight_Otu says, "That would be foolish, even for our captors."
		Jacqueline asks, "Where have we not been... just the one door?"
		DavidW says, "As far as I know, yes."
		Knight_Otu says, "Pretty sure yeah."
		Knight_Otu says, "Unless we need to lie in the beds."
		Jacqueline says, "Nah."
		Jacqueline asks, "We searched the beds?"
		DavidW says, "I hope the keycard isn't back in the cell building."
		Jacqueline says, "It seems like searching doesn't do a lot, though."
		Jacqueline says (to DW), "I was wondering that."
		Knight_Otu says, "We searched them, I'm not sure we lied in them."
		DavidW says, "I'm pretty sure I searched the beds and looked under them and tried to climb and move them, but no, I didn't get on them."
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 1113hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | You would have to get out of the couch first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Mess Hall 1113hrs 		
CF ] Breathable 		
CF | 		
CF | > STAND 		
CF | 		
CF | What do you want to stand on? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Mess Hall 1113hrs 		
CF ] Breathable 		
CF | 		
CF | > OUT 		
CF | 		
CF | You get out of the couch. 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Barracks 1113hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		Jacqueline says, "Before trudging back across the water, I'd just save, restart, and search the prison area from the beginning, to know if we actually do need to go back."
		Knight_Otu asks, "I hope the card's not back there - can we even get back? There were cliffs, right?"
		DavidW says, "oh, yesh, we probably can't go up from bottom of ocean easily."
DavidW says (to ClubFloyd), "lie on bed" 		
CF ] Barracks 1114hrs 		
CF ] Breathable 		
CF | 		
CF | > LIE ON BED 		
CF | 		
CF | (the bedsheets) 		
CF | Now is not the time for rest. Besides, you've done nothing but sleep 		
CF | for the past few weeks, so you're not particularly tired. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bedsheets" 		
CF ] Barracks 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > X BEDSHEETS 		
CF | 		
CF | Plain white bedsheets. Thin, scratchy, and not quite warm enough to 		
CF | keep you comfortable. It seems like all expenses were spared here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on beds" 		
CF ] Barracks 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > GET ON BEDS 		
CF | 		
CF | They're not something you can enter. 		
CF | 		
CF | > 		Knight_Otu says, "Oh, right, those."
DavidW says (to ClubFloyd), "search beds" 		
CF ] Barracks 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH BEDS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x upper bunk" 		
CF ] Barracks 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > X UPPER BUNK 		
CF | 		
CF | I only understood the first part of that – trying anyway. 		
CF | 		
CF | Retrying as: 		
CF | >X UPPER 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Yeah. I'd forgotten all about the cliff of water. That's probably a one-way."
DavidW says (to ClubFloyd), "s" 		
CF ] Communal Washroom 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tiles" 		
CF ] Communal Washroom 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > X TILES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		lkcampbell exclaims, "gotta take off, good luck with the rest of the game!"
DavidW says (to ClubFloyd), "search toilets" 		
CF ] Communal Washroom 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH TOILETS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
lkcampbell goes home. 		
DavidW says (to ClubFloyd), "flush toilet" 		
CF ] Communal Washroom 1115hrs 		
CF ] Breathable 		
CF | 		
CF | > FLUSH TOILET 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toilet" 		
CF ] Communal Washroom 1116hrs 		
CF ] Breathable 		
CF | 		
CF | > X TOILET 		
CF | 		
CF | They look like the kind you'd find in the worst of public restrooms 		
CF | back on earth: steel body, no lid, no real seat. Comfort clearly 		
CF | wasn't high on the priority list here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sink" 		
CF ] Communal Washroom 1117hrs 		
CF ] Breathable 		
CF | 		
CF | > X SINK 		
CF | 		
CF | Just like the toilets, the sinks are made of plain steel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under sink" 		
CF ] Communal Washroom 1118hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER SINK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on sink" 		
CF ] Communal Washroom 1118hrs 		
CF ] Breathable 		
CF | 		
CF | > TURN ON SINK 		
CF | 		
CF | They aren't something you can switch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Communal Washroom 1119hrs 		
CF ] Breathable 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | (the shard) 		
CF | A piece of mirror. You catch a glimpse of your helmet as you tilt it 		
CF | around. 		
CF | 		
CF | > 		Knight_Otu says, "So we're not on Future Earth, devastated by climate change. I was wondering if that may be the case."
DavidW says (to ClubFloyd), "wave shard" 		
CF ] Communal Washroom 1120hrs 		
CF ] Breathable 		
CF | 		
CF | > WAVE SHARD 		
CF | 		
CF | You wave the shard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Barracks 1120hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mess Hall 1120hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut pillow with shard" 		
CF ] Mess Hall 1120hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT PILLOW WITH SHARD 		
CF | 		
CF | The shard cannot cut anything. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open pillow" 		
CF ] Mess Hall 1120hrs 		
CF ] Breathable 		
CF | 		
CF | > OPEN PILLOW 		
CF | 		
CF | They aren't something you can open. 		
CF | 		
CF | > 		Jacqueline asks (of KO), "And you know that from ?"
DavidW says (to ClubFloyd), "x couch" 		
CF ] Mess Hall 1121hrs 		
CF ] Breathable 		
CF | 		
CF | > X COUCH 		
CF | 		
CF | It's not a particularly nice couch – it looks rather old and 		
CF | worn – but still: it's a freakin' couch! How the hell did 		
CF | they get a couch out here?! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behind couch" 		
CF ] Mess Hall 1121hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK BEHIND COUCH 		
CF | 		
CF | If you can see an object, you can usually just interact with it 		
CF | directly without worrying about your position. Try a command like 		
CF | EXAMINE COUCH for a closer look at something, LOOK to get a new 		
CF | description of this location, or a direction like WEST (or W) to move 		
CF | to a different location. 		
CF | 		
CF | > 		Knight_Otu says, "The game said "Worst restrooms on earth" or something in regards to the toilets."
		DavidW says, "They look like Earth's worst, not that we're on Earth."
		Jacqueline says, "Ah right. 'back on earth'"
		Knight_Otu says, "Yep."
		Jacqueline asks, "So, um? Save? Restart?"
		Jacqueline asks, "Look around the prison?"
		DavidW says, "It may be that the ignition key is actually a data cube or memory stick with a flight plan on it."
		Knight_Otu says, "I'd be rather miffed if the card is back there."
		DavidW asks, "Where would it be there, though?"
		MoyTravis says, "I'm wondering about the gore warning."
		DavidW asks, "Maybe we missed a room, an exit?"
		Jacqueline says (to Moy), "Oh yeah."
Knight_Otu says (to ClubFloyd), "look" 		
CF ] Mess Hall 1121hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mess" 		
CF ] Mess Hall 1121hrs 		
CF ] Breathable 		
CF | 		
CF | > X MESS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "I was thinking less about the key to the ship, but that the key card for the door might reasonably be in the prison somewhere."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Barracks 1121hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		Jacqueline says, "But if that's the case, it's pretty cruel."
		MoyTravis says, "Either 1) something Gory happens when you get off the planet/there's more, or b) we missed an area or c) author has a weird sense of what "gore and violence" means"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Communal Washroom 1121hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x showers" 		
CF ] Communal Washroom 1122hrs 		
CF ] Breathable 		
CF | 		
CF | > X SHOWERS 		
CF | 		
CF | Much like the rest of the room, the showers aren't much to look at: 		
CF | non-adjustable shower heads emerging from the ceiling, simple 		
CF | mechanical controls mounted on the walls, and all the water ultimately 		
CF | goes down the grated drains built into the tiled floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x drains" 		
CF ] Communal Washroom 1122hrs 		
CF ] Breathable 		
CF | 		
CF | > X DRAINS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x drain" 		
CF ] Communal Washroom 1122hrs 		
CF ] Breathable 		
CF | 		
CF | > X DRAIN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x floor" 		
CF ] Communal Washroom 1122hrs 		
CF ] Breathable 		
CF | 		
CF | > X FLOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Communal Washroom 1122hrs 		
CF ] Breathable 		
CF | 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x helmet" 		
CF ] Communal Washroom 1123hrs 		
CF ] Breathable 		
CF | 		
CF | > X HELMET 		
CF | 		
CF | The helmet lamp is currently switched off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x armor" 		
CF ] Communal Washroom 1124hrs 		
CF ] Breathable 		
CF | 		
CF | > X ARMOR 		
CF | 		
CF | It is sometimes said that a soldier's best friend is his weapon – but 		
CF | that hasn't really been true in a while now, with weapons being issued 		
CF | and turned in as needed. Your armor, however, has traveled to many a 		
CF | world with you, and saved your hide more than once. You're glad to 		
CF | have it back. 		
CF | It is fitted with a helmet lamp, and it can double as a space suit, 		
CF | providing air in hostile environments. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mirrors" 		
CF ] Communal Washroom 1125hrs 		
CF ] Breathable 		
CF | 		
CF | > X MIRRORS 		
CF | 		
CF | You smashed one mirror, but three remain. 		
CF | 		
CF | You regard yourself in one of the mirrors: In your armored suit you 		
CF | almost look soldierly again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in mirrors" 		
CF ] Communal Washroom 1125hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK IN MIRRORS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		Jacqueline exclaims, "Smash them all!"
		Jacqueline says, "For no reason."
		DavidW says, "yeah, smash them all."
Knight_Otu says (to ClubFloyd), "smash mirrors" 		
CF ] Communal Washroom 1126hrs 		
CF ] Breathable 		
CF | 		
CF | > SMASH MIRRORS 		
CF | 		
CF | Destroying one of the mirrors should be sufficient. 		
CF | 		
CF | > 		DavidW says, "drat"
		Knight_Otu says, "But, but."
		Jacqueline says, "ah well"
Knight_Otu says (to ClubFloyd), "x shard" 		
CF ] Communal Washroom 1127hrs 		
CF ] Breathable 		
CF | 		
CF | > X SHARD 		
CF | 		
CF | A piece of mirror. You catch a glimpse of your helmet as you tilt it 		
CF | around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "remove armor" 		
CF ] Communal Washroom 		
CF | 		
CF | > REMOVE ARMOR 		
CF | 		
CF | You take off the armor, setting the pieces down on the ground in front 		
CF | of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shard" 		
CF ] Communal Washroom 		
CF | > 		
CF | > X SHARD 		
CF | 		
CF | A piece of mirror. You catch a glimpse of your face as you tilt it 		
CF | around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Barracks 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shard" 		
CF ] Barracks 		
CF | > 		
CF | > X SHARD 		
CF | 		
CF | A piece of mirror. You catch a glimpse of your face as you tilt it 		
CF | around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Mess Hall 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shard" 		
CF ] Mess Hall 		
CF | > 		
CF | > X SHARD 		
CF | 		
CF | A piece of mirror. You catch a glimpse of your face as you tilt it 		
CF | around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sit on couch" 		
CF ] Mess Hall 		
CF | > 		
CF | > SIT ON COUCH 		
CF | 		
CF | You get into the couch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shard" 		
CF ] Mess Hall 		
CF | > 		
CF | > X SHARD 		
CF | 		
CF | A piece of mirror. You catch a glimpse of your face as you tilt it 		
CF | around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] Mess Hall 		
CF | > 		
CF | > STAND 		
CF | 		
CF | What do you want to stand on? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Mess Hall 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the couch. 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Barracks 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Communal Washroom 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | You can see your armor (empty) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear armor" 		
CF ] Communal Washroom 1135hrs 		
CF ] Breathable 		
CF | 		
CF | > WEAR ARMOR 		
CF | 		
CF | You put on your armor. 		
CF | 		
CF | > 		Knight_Otu says, "armor (empty), huh."
		DavidW says, "I think the author isn't quite used to containers in Inform."
		Knight_Otu says, "Seems so, yeah."
Knight_Otu says (to ClubFloyd), "put all in armor" 		
CF ] Communal Washroom 1137hrs 		
CF ] Breathable 		
CF | 		
CF | > PUT ALL IN ARMOR 		
CF | 		
CF | shard: Done. 		
CF | ration bar: Done. 		
CF | bedsheets: Done. 		
CF | ration bar: Done. 		
CF | ration bar: Done. 		
CF | ration bar: Done. 		
CF | ration bar: Done. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Communal Washroom 1137hrs 		
CF ] Breathable 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | your armor (being worn) 		
CF | five ration bars 		
CF | some bedsheets 		
CF | a shard 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		Knight_Otu says, "Maybe it's a carry-all, not that we seem to have many inventory items."
		DavidW says, "huh"
Knight_Otu says (to ClubFloyd), "x armor" 		
CF ] Communal Washroom 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > X ARMOR 		
CF | 		
CF | It is sometimes said that a soldier's best friend is his weapon – but 		
CF | that hasn't really been true in a while now, with weapons being issued 		
CF | and turned in as needed. Your armor, however, has traveled to many a 		
CF | world with you, and saved your hide more than once. You're glad to 		
CF | have it back. 		
CF | It is fitted with a helmet lamp, and it can double as a space suit, 		
CF | providing air in hostile environments. 		
CF | 		
CF | In your armor are five ration bars, some bedsheets, and a shard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear bedsheets" 		
CF ] Communal Washroom 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > WEAR BEDSHEETS 		
CF | 		
CF | (first taking the bedsheets) 		
CF | You can't wear those! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tear bedsheets" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > TEAR BEDSHEETS 		
CF | 		
CF | In a sudden fit of rage, you take the thin bedsheets and rip them to 		
CF | shreds. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tie bedsheets" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > TIE BEDSHEETS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tie shreds" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > TIE SHREDS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > L 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Communal Washroom 1140hrs 		
CF ] Breathable 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | your armor (being worn) 		
CF | five ration bars 		
CF | a shard 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		DavidW asks, "bedsheets gone?"
		Knight_Otu says, "Bedsheets gone."
		DavidW asks, "should we undo?"
		Jacqueline says, "Your rage was really something."
		Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "undo" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Communal Washroom 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Communal Washroom 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Communal Washroom 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Communal Washroom 1139hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Communal Washroom 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "If they disappear, that seems not great."
DavidW says (to ClubFloyd), "undo" 		
CF ] Communal Washroom 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Communal Washroom 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Communal Washroom 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Communal Washroom 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Communal Washroom 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | your armor (being worn) 		
CF | five ration bars 		
CF | some bedsheets 		
CF | a shard 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		DavidW says, "I wonder what we've missed."
		DavidW asks, "Is there a hint system for this game?"
		MoyTravis says, "Try it? I'd take it."
		Knight_Otu says, "I fear we may have to take another look at the prison at this point."
DavidW says (to ClubFloyd), "hint" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Content Warning 		
CF | Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "n" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | > Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "n" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | Unusual Verbs 		
CF | > Hints 		
CF | Contacting the Author 		
CF | Credits 		MoyTravis says, ""Unusual Verbs" oh no"
DavidW says (to ClubFloyd), "p" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | > Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW presses the yellow enter button. 		
CF ] Unusual Verbs 		
CF | You may find the following "non-standard" verbs to be useful on 		
CF | occasion: 		
CF | 		
CF | CLIMB UP/DOWN something 		
CF | CRAWL THROUGH something 		
CF | LOOK UNDER something 		
CF | CUT something OPEN WITH some kind of knife 		
CF | SHOOT something WITH some kind of gun 		
CF | LAUNCH 		
CF | PREPARE something FOR LAUNCH 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		DavidW asks, "cut something OPEN with?"
		MoyTravis says, "Hmm so we'll meet some alive people at some point then."
		DavidW says, "That's not the normal CUT syntax."
		Knight_Otu says, "We haven't even seen some kind of gun."
		Knight_Otu says, "I'd hope that CUT WITH is mapped to CUT OPEN WITH, and that the shard simply isn't cutting."
		DavidW says, "Also, I tried climbing the beds, but not climbing UP the beds."
DavidW says (to ClubFloyd), "q" 		Knight_Otu says, "Hm."
DavidW pushes the green 'space' button. 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | > Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "q" 		
CF ] Communal Washroom 1138hrs 		
CF ] Breathable 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Barracks 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb up beds" 		
CF ] Barracks 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > CLIMB UP BEDS 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mess Hall 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut couch open with shard" 		
CF ] Mess Hall 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT COUCH OPEN WITH SHARD 		
CF | 		
CF | The shard cannot cut anything. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut pillow open with shard" 		
CF ] Mess Hall 1138hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT PILLOW OPEN WITH SHARD 		
CF | 		
CF | The shard cannot cut anything. 		
CF | 		
CF | > 		DavidW says, "Smithers, fetch me my knife."
		MoyTravis asks, "Take the hints?"
		Jacqueline asks, "Well, that makes us feel a little less potentially angry that the shards didn't cut with the new phrasing, right?"
		DavidW says, "yes, hint time"
DavidW says (to ClubFloyd), "hint" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Content Warning 		
CF | Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "n" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | > Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "n" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | Unusual Verbs 		
CF | > Hints 		
CF | Contacting the Author 		
CF | Credits 		Jacqueline says, "Because man, if that had worked, I would have rage-shred those sheets into nothingness."
DavidW presses the yellow enter button. 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | > How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | > How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | > How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | > How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | > How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW presses the yellow enter button. 		
CF ] How do I unlock the door to the command center? 		
CF | 1/8: The door has an attached card reader. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW says (to ClubFloyd), "h" 		
CF | 1/8: The door has an attached card reader. 		
CF | 		
CF | 2/8: So you'll need some kind of access card to unlock the door. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW says (to ClubFloyd), "h" 		
CF | 1/8: The door has an attached card reader. 		
CF | 		
CF | 2/8: So you'll need some kind of access card to unlock the door. 		
CF | 		
CF | 3/8: Perhaps someone has lost theirs somewhere. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW says (to ClubFloyd), "h" 		
CF | 1/8: The door has an attached card reader. 		
CF | 		
CF | 2/8: So you'll need some kind of access card to unlock the door. 		
CF | 		
CF | 3/8: Perhaps someone has lost theirs somewhere. 		
CF | 		
CF | 4/8: Back on the prison island. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		DavidW says, "BOO"
		Knight_Otu exclaims, "AAH!"
DavidW says (to ClubFloyd), "q" 		Jacqueline says, "..."
DavidW pushes the green 'space' button. 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | > How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		MoyTravis says, "Annoying."
		Jacqueline says, "I... I mean, sometimes I'm right."
DavidW says (to ClubFloyd), "q" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | Unusual Verbs 		
CF | > Hints 		
CF | Contacting the Author 		
CF | Credits 		Jacqueline says, "I know it's now often, but."
DavidW says (to ClubFloyd), "q" 		
CF ] Mess Hall 1138hrs 		
CF ] Breathable 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1139hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Shore Docks 1139hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Shore Docks 		
CF | The shoreline here seems more like an extension of the ocean floor you 		
CF | just walked: a gradual incline, rather than a sharp drop. A dock 		
CF | extends into the water to allow loading and unloading boats without 		
CF | needing to drive them up against the shore. (Although no boats are to 		
CF | be seen.) 		
CF | You vaguely recall coming through here, weeks ago, sedated, a 		
CF | breathing apparatus in your face... 		
CF | 		
CF | The prison buildings lie to the south, down the muddy incline and 		
CF | across the water, and the military complex continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] At The Bottom Of The Ocean 1139hrs 		
CF ] Submerged Air: 99 min 		
CF | 		
CF | > S 		
CF | 		
CF | You take a few tentative steps down the incline before falling on your 		
CF | ass and sliding the rest of the way down into the water. 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on helmet" 		
CF ] At The Bottom Of The Ocean 1139hrs 		
CF ] Submerged Air: 99 min 		
CF | 		
CF | > TURN ON HELMET 		
CF | 		
CF | You switch the helmet lamp on. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | ground is sloping upwards to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] At The Bottom Of The Ocean 1144hrs 		
CF ] Submerged Air: 94 min 		
CF | 		
CF | > S 		
CF | 		
CF | You slowly trudge southward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | military complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] At The Bottom Of The Ocean 1150hrs 		
CF ] Submerged Air: 88 min 		
CF | 		
CF | > S 		
CF | 		
CF | You slowly trudge southward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | military complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] At The Bottom Of The Ocean 1155hrs 		
CF ] Submerged Air: 83 min 		
CF | 		
CF | > S 		
CF | 		
CF | You slowly trudge southward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | rocky cliffs of the prison island lie to the south, the military 		
CF | complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] At The Bottom Of The Ocean 1156hrs 		
CF ] Submerged Air: 82 min 		
CF | 		
CF | > S 		
CF | 		
CF | Best not to wander around, lest you'll never find your way again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] At The Bottom Of The Ocean 1157hrs 		
CF ] Submerged Air: 81 min 		
CF | 		
CF | > U 		
CF | 		
CF | While your armor's power assist usually keeps you from noticing its 		
CF | 50-or-so kilograms of heft, getting to the surface of the ocean would 		
CF | require a propeller of sorts, which is not provided. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb up cliff" 		
CF ] Prison Docks 1205hrs 		
CF ] High levels of CO2 Air: 73 min 		
CF | 		
CF | > CLIMB UP CLIFF 		
CF | 		
CF | You climb up the cliffs. 		
CF | 		
CF | Prison Docks 		
CF | The prison is built on a tiny island in the ocean – presumably to 		
CF | make 		
CF | escaping more difficult. A small dock extends into the water, away 		
CF | from the rocky shoreline. 		
CF | The shore, populated with buildings, lies a few hundred meters to the 		
CF | north. The prison antecourt is to your west. 		
CF | 		
CF | > 		Jacqueline says, "nice"
		Knight_Otu says, "Wow that worked."
DavidW says (to ClubFloyd), "look under dock" 		
CF ] Prison Docks 1206hrs 		
CF ] High levels of CO2 Air: 72 min 		
CF | 		
CF | > LOOK UNDER DOCK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Prison Docks 1206hrs 		
CF ] High levels of CO2 Air: 72 min 		
CF | 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Prison Antecourt 1206hrs 		
CF ] High levels of CO2 Air: 72 min 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Prison Antecourt 		
CF | A small courtyard lies outside the prison, which appears to be built 		
CF | on a small island. 		
CF | 		
CF | The way back into the prison is south, through the airlock. You are 		
CF | otherwise surrounded by water, but there are some docks allowing easy 		
CF | access to the east. 		
CF | 		
CF | The airlock leading into the cell complex lies to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Front Office 1206hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Front Office 		
CF | This room is the entrance to the facility. You have no doubt that 		
CF | there would normally be at least one guard posted here, but at the 		
CF | moment it is empty. 		
CF | 		
CF | You could go east, into a small storage area, or south, back into the 		
CF | corridor. 		
CF | 		
CF | The way out of the building, to the north, leads through an airlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Storage Space 1206hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Storage Space 		
CF | This small storage closet seems to be the place where inmates' 		
CF | possessions are stored. Bare-metal shelves line the walls. 		
CF | 		
CF | The only way out is west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under shelves" 		
CF ] Storage Space 1207hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER SHELVES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb up shelves" 		
CF ] Storage Space 1207hrs 		
CF ] Breathable 		
CF | 		
CF | > CLIMB UP SHELVES 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Front Office 1207hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Front Office 		
CF | This room is the entrance to the facility. You have no doubt that 		
CF | there would normally be at least one guard posted here, but at the 		
CF | moment it is empty. 		
CF | 		
CF | You could go east, into a small storage area, or south, back into the 		
CF | corridor. 		
CF | 		
CF | The way out of the building, to the north, leads through an airlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 1207hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The featureless white corridor runs east-to-west, bending around a 		
CF | corner and out of sight to each end. 		
CF | 		
CF | The metal door leading to your cell is south. The control room lies 		
CF | around the corner to the west, and the entry area lies around the 		
CF | corner to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Control Room 1207hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Control Room 		
CF | The walls are plastered with screens showing video feeds from 		
CF | throughout the facility. This must be the place from which the 		
CF | prisoners are monitored. 		
CF | 		
CF | A ladder leads down into the installations room, and a corridor leads 		
CF | south. 		
CF | 		
CF | A control desk and some screens are installed on the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under screens" 		
CF ] Control Room 1208hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER SCREENS 		
CF | 		
CF | Looking under the control panel, you find a purple card, which you 		
CF | pocket. 		
CF | 		
CF | > 		Knight_Otu says, "Grr."
DavidW says (to ClubFloyd), "x card" 		
CF ] Control Room 1209hrs 		
CF ] Breathable 		
CF | 		
CF | > X CARD 		
CF | 		
CF | A purple-colored card with shwabolian writing on it. Your suit 		
CF | translates it as "Shevok Kemalik, Warden". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Corridor 1209hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Corridor 		
CF | The featureless white corridor runs east-to-west, bending around a 		
CF | corner and out of sight to each end. 		
CF | 		
CF | The metal door leading to your cell is south. The control room lies 		
CF | around the corner to the west, and the entry area lies around the 		
CF | corner to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Front Office 1209hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Front Office 		
CF | This room is the entrance to the facility. You have no doubt that 		
CF | there would normally be at least one guard posted here, but at the 		
CF | moment it is empty. 		
CF | 		
CF | You could go east, into a small storage area, or south, back into the 		
CF | corridor. 		
CF | 		
CF | The way out of the building, to the north, leads through an airlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Prison Antecourt 1209hrs 		
CF ] High levels of CO2 Air: 90 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Prison Antecourt 		
CF | A small courtyard lies outside the prison, which appears to be built 		
CF | on a small island. 		
CF | 		
CF | The way back into the prison is south, through the airlock. You are 		
CF | otherwise surrounded by water, but there are some docks allowing easy 		
CF | access to the east. 		
CF | 		
CF | The airlock leading into the cell complex lies to the south. 		
CF | 		
CF | > 		Knight_Otu says, "Oh, it's the suit that translates."
DavidW says (to ClubFloyd), "e" 		
CF ] Prison Docks 1210hrs 		
CF ] High levels of CO2 Air: 90 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Prison Docks 		
CF | The prison is built on a tiny island in the ocean – presumably to 		
CF | make 		
CF | escaping more difficult. A small dock extends into the water, away 		
CF | from the rocky shoreline. 		
CF | The shore, populated with buildings, lies a few hundred meters to the 		
CF | north. The prison antecourt is to your west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] At The Bottom Of The Ocean 1210hrs 		
CF ] Submerged Air: 90 min 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | rocky cliffs of the prison island lie to the south, the military 		
CF | complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] At The Bottom Of The Ocean 1215hrs 		
CF ] Submerged Air: 85 min 		
CF | 		
CF | > N 		
CF | 		
CF | You slowly trudge northward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | military complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] At The Bottom Of The Ocean 1220hrs 		
CF ] Submerged Air: 80 min 		
CF | 		
CF | > N 		
CF | 		
CF | You slowly trudge northward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | military complex is due north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] At The Bottom Of The Ocean 1225hrs 		
CF ] Submerged Air: 75 min 		
CF | 		
CF | > N 		
CF | 		
CF | You slowly trudge northward. 		
CF | 		
CF | At The Bottom Of The Ocean 		
CF | You are standing knee-deep in the silt at the bottom of the ocean. The 		
CF | ground is sloping upwards to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Shore Docks 1230hrs 		
CF ] High levels of CO2 Air: 70 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Shore Docks 		
CF | The shoreline here seems more like an extension of the ocean floor you 		
CF | just walked: a gradual incline, rather than a sharp drop. A dock 		
CF | extends into the water to allow loading and unloading boats without 		
CF | needing to drive them up against the shore. (Although no boats are to 		
CF | be seen.) 		
CF | You vaguely recall coming through here, weeks ago, sedated, a 		
CF | breathing apparatus in your face... 		
CF | 		
CF | The prison buildings lie to the south, down the muddy incline and 		
CF | across the water, and the military complex continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Military Complex Plaza 1230hrs 		
CF ] High levels of CO2 Air: 69 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Mess Hall 1230hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Barracks 1230hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Communal Washroom 1230hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Communal Washroom 		
CF | This would be the place where the garrison force (if one can call it 		
CF | that, given the size of the facility) takes care of personal hygiene. 		
CF | It is a sterile-looking room, white tiles covering the floor and the 		
CF | walls all the way up to the ceiling. Four sinks and mirrors are 		
CF | installed on one wall, four toilets on another, the remaining two have 		
CF | two showers each. It doesn't seem like the Shwabolians care a whole 		
CF | lot about privacy, seeing as there are no dividers of any kind in the 		
CF | room. 		
CF | The only way out is north, back to the barracks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take shower" 		
CF ] Communal Washroom 1238hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE SHOWER 		
CF | 		
CF | You turn on one of the showers and let the water run over you. The mud 		
CF | slides off your gear and collects on the floor before finding its way 		
CF | down the drain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off helmet" 		
CF ] Communal Washroom 1239hrs 		
CF ] Breathable 		
CF | 		
CF | > TURN OFF HELMET 		
CF | 		
CF | You switch the helmet lamp off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Barracks 1239hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Barracks 		
CF | You are standing in the sleeping area of the barracks. Like the entire 		
CF | facility so far, the room is designed in a very utilitarian manner, 		
CF | with no decoration or personal touches. 		
CF | 		
CF | You can go east, back to the mess hall, or south, into the washroom. 		
CF | 		
CF | Four stacked bunk beds are lined up on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Mess Hall 1239hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mess Hall 		
CF | This is the entry area to what must be the barracks of this place. The 		
CF | area near the entrance is set up like a mess hall, with tables and 		
CF | counters, while the back of the room is set up more casually, with 		
CF | pillows on the floor and even a couch. You've never seen a 		
CF | couch in a military facility in your life. 		
CF | 		
CF | You could go east, back outside, or west, further into the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Military Complex Plaza 1239hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock door with card" 		
CF ] Military Complex Plaza 1240hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > UNLOCK DOOR WITH CARD 		
CF | 		
CF | (the prison warden's ID card) 		
CF | You unlock the command center door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Entry Hallway 1240hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the command center door) 		
CF | 		
CF | Entry Hallway 		
CF | This is the entry area into the base's command center, where those in 		
CF | charge would no doubt hold briefings, discuss command decisions, and 		
CF | do other important officer things. (In all your years of military 		
CF | service, you've never felt a desire to move up into the officer ranks 		
CF | yourself, even though there were plenty of open spots in the 		
CF | newly-unified military.) 		
CF | 		
CF | A small armory is to the west, and the hallway continues to the north. 		
CF | The way out is south, through the door. 		
CF | 		
CF | > 		Jacqueline asks, "Armory, eh?"
DavidW says (to ClubFloyd), "w" 		
CF ] Armory 1240hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Armory 		
CF | This "armory" is really more of a glorified storage closet: it is just 		
CF | large enough to hold a storage rack and an ammo crate. 		
CF | 		
CF | The only way out is east, back to the hallway. 		
CF | 		
CF | On the storage rack is a rifle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rifle" 		
CF ] Armory 1241hrs 		
CF ] Breathable 		
CF | 		
CF | > X RIFLE 		
CF | 		
CF | A rifle of shwabolian design as you've seen on the battlefield often 		
CF | enough. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Armory 1241hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x crate" 		
CF ] Armory 1242hrs 		
CF ] Breathable 		
CF | 		
CF | > X CRATE 		
CF | 		
CF | In the ammo crate are some ammo clips. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take clips" 		
CF ] Armory 1242hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE CLIPS 		
CF | 		
CF | three clips: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "load rifle" 		
CF ] Armory 1242hrs 		
CF ] Breathable 		
CF | 		
CF | > LOAD RIFLE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put clip in rifle" 		
CF ] Armory 1242hrs 		
CF ] Breathable 		
CF | 		
CF | > PUT CLIP IN RIFLE 		
CF | 		
CF | (the ammo clip in the rifle) 		
CF | That can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x clip" 		
CF ] Armory 1243hrs 		
CF ] Breathable 		
CF | 		
CF | > X CLIP 		
CF | 		
CF | (the ammo clip) 		
CF | A magazine for a rifle. It contains thirty rounds. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Entry Hallway 1243hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Entry Hallway 		
CF | This is the entry area into the base's command center, where those in 		
CF | charge would no doubt hold briefings, discuss command decisions, and 		
CF | do other important officer things. (In all your years of military 		
CF | service, you've never felt a desire to move up into the officer ranks 		
CF | yourself, even though there were plenty of open spots in the 		
CF | newly-unified military.) 		
CF | 		
CF | A small armory is to the west, and the hallway continues to the north. 		
CF | The way out is south, through the door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Command Center Lobby 1244hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Command Center Lobby 		
CF | You are standing in a sparsely furnished lobby. Some chairs are lined 		
CF | up on a wall, but that's about it. 		
CF | 		
CF | A briefing room is to the east, what appears to be an ops center lies 		
CF | to the north, and the hallway leading back to the entrance is south. 		
CF | 		
CF | You can hear subdued talking coming from the room to the north. 		
CF | 		
CF | > 		Knight_Otu says, "Oh, so there are people here."
		DavidW says, "Or a recording."
		Knight_Otu says, "Maybe."
DavidW says (to ClubFloyd), "e" 		
CF ] Briefing Room 1244hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Briefing Room 		
CF | This looks to be a briefing or meeting room of some kind, presumably 		
CF | for the higher-ranking officers stationed here. A large round table 		
CF | stands in the middle of the room. A large screen hangs on one of the 		
CF | walls, with a lectern in front of it – for when the communal 		
CF | discussion format doesn't cut it. 		
CF | Like most of the Shwabolian facilities you've seen so far, this room 		
CF | too is entirely devoid of decoration. 		
CF | 		
CF | The only way out is west, back into the lobby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lectern" 		
CF ] Briefing Room 1245hrs 		
CF ] Breathable 		
CF | 		
CF | > X LECTERN 		
CF | 		
CF | A lectern stands in front of the screen, waiting for someone to step 		
CF | up and address those present in the room (which is none, at the 		
CF | moment). In keeping with everything you've seen so far, it lacks any 		
CF | seals, emblems, or insignia you might typically find on a lectern in a 		
CF | UNDC facility. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x table" 		
CF ] Briefing Room 1246hrs 		
CF ] Breathable 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | It is a simple table with a white plastic surface. It has enough room 		
CF | for ten, perhaps fifteen people, although all the chairs seem to have 		
CF | been removed – if there ever were any. 		
CF | 		
CF | You can't help but wonder what warranted all this nonessential 		
CF | material being shipped out here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x screen" 		
CF ] Briefing Room 1247hrs 		
CF ] Breathable 		
CF | 		
CF | > X SCREEN 		
CF | 		
CF | A large screen has been fitted into the wall. It is blank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn it on" 		
CF ] Briefing Room 1247hrs 		
CF ] Breathable 		
CF | 		
CF | > TURN IT ON 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under table" 		
CF ] Briefing Room 1248hrs 		
CF ] Breathable 		
CF | 		
CF | > LOOK UNDER TABLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Command Center Lobby 1248hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Command Center Lobby 		
CF | You are standing in a sparsely furnished lobby. Some chairs are lined 		
CF | up on a wall, but that's about it. 		
CF | 		
CF | A briefing room is to the east, what appears to be an ops center lies 		
CF | to the north, and the hallway leading back to the entrance is south. 		
CF | 		
CF | You can hear subdued talking coming from the room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen to talking" 		
CF ] Command Center Lobby 1248hrs 		
CF ] Breathable 		
CF | 		
CF | > LISTEN TO TALKING 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Command Center Lobby 1248hrs 		
CF ] Breathable 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You can hear subdued talking coming from the room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Command Center Lobby 1248hrs 		
CF ] Breathable 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Ops Center 1248hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Ops Center 		
CF | This appears to be the nerve center of the operation – whatever that 		
CF | may be. The walls are lined with screens and control surfaces, but 		
CF | most of them seem to be inactive. 		
CF | 		
CF | You can see a larger alien and a smaller alien here. 		
CF | 		
CF | As you enter the room, the larger alien hastily pulls a small device 		
CF | out of the control panel and swallows it. Then, the two reach for 		
CF | their weapons! 		
CF | 		
CF | > 		Knight_Otu says, "Uh oh."
		Jacqueline says, "gosh"
		Jacqueline says, "This situation has just been upgraded."
DavidW says (to ClubFloyd), "shoot larger with rifle" 		
CF ] Ops Center 1248hrs 		
CF ] Breathable 		
CF | 		
CF | > SHOOT LARGER WITH RIFLE 		
CF | 		
CF | You fire a three-shot burst from the rifle at the larger alien, 		
CF | dropping him where he stands. 		
CF | 		
CF | The smaller alien brings his gun to bear and fires a volley in your 		
CF | direction! At point-blank range, your armor stand little chance: 		
CF | leaving a trail of searing hot pain, the bullet carves a path through 		
CF | your head before coming out on the other side, leaving your innards 		
CF | distributed on the floor and the wall behind you. 		
CF | 		
CF | 		
CF | 		
CF | *** You have been shot *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, or QUIT? 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Ops Center 1248hrs 		
CF ] Breathable 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Ops Center 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shoot smaller with rifle" 		
CF ] Ops Center 1249hrs 		
CF ] Breathable 		
CF | 		
CF | > SHOOT SMALLER WITH RIFLE 		
CF | 		
CF | You fire a three-shot burst from the rifle at the smaller alien, but 		
CF | in the heat of the moment, you miss your target. 		
CF | 		
CF | The smaller alien takes aim and fires a volley in your direction! 		
CF | Their aim is way off and the shot embeds itself into the wall behind 		
CF | you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Ops Center 1250hrs 		
CF ] Breathable 		
CF | 		
CF | > G 		
CF | 		
CF | You fire a three-shot burst from the rifle at the smaller alien, 		
CF | dropping him where he stands. 		
CF | 		
CF | The larger alien trains his gun at you and pops a volley in your 		
CF | direction! Their aim is way off and the shot embeds itself into the 		
CF | wall behind you. 		
CF | 		
CF | > 		Jacqueline says, "Welp, there's our violence. About time."
DavidW says (to ClubFloyd), "g" 		
CF ] Ops Center 1251hrs 		
CF ] Breathable 		
CF | 		
CF | > G 		
CF | 		
CF | The smaller alien is already as dead as it gets. 		
CF | 		
CF | The larger alien takes aim and unleashes a volley in your direction! 		
CF | He held his gun at an odd angle, and the shot glances off your leg 		
CF | armor, leaving a gouge in the material. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shoot larger with rifle" 		
CF ] Ops Center 1252hrs 		
CF ] Breathable 		
CF | 		
CF | > SHOOT LARGER WITH RIFLE 		
CF | 		
CF | You fire a three-shot burst from the rifle at the larger alien, 		
CF | dropping him where he stands. 		
CF | 		
CF | > 		Jacqueline asks, "Huh. Is this randominzed?"
		MoyTravis says, "So is it random or, like."
DavidW says (to ClubFloyd), "x larger" 		
CF ] Ops Center 1253hrs 		
CF ] Breathable 		
CF | 		
CF | > X LARGER 		
CF | 		
CF | A well and truly dead shwabolian. Its lizard appendages lie splayed 		
CF | out in all directions. Blood is pooling around him from where your 		
CF | bullets hit their mark. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search learger" 		
CF ] Ops Center 1253hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH LEARGER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search larger" 		
CF ] Ops Center 1254hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH LARGER 		
CF | 		
CF | In the larger alien's corpse is a data crypt. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take data" 		
CF ] Ops Center 1255hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE DATA 		
CF | 		
CF | You'll need to be more specific about how you plan to get that back 		
CF | out of him. 		
CF | 		
CF | > 		Knight_Otu says, "I guess it wasn't human vs human, then."
DavidW says (to ClubFloyd), "x data" 		
CF ] Ops Center 1256hrs 		
CF ] Breathable 		
CF | 		
CF | > X DATA 		
CF | 		
CF | The object which the large alien swallowed is still inside of him. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut larger open with shard" 		
CF ] Ops Center 1256hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT LARGER OPEN WITH SHARD 		
CF | 		
CF | The shard is far too delicate for the task – it's like trying to cut 		
CF | down an old tree with a jigsaw. 		
CF | 		
CF | > 		Jacqueline asks, "Did our suit get punctured?"
		DavidW says, "I hope not."
DavidW says (to ClubFloyd), "x smaller" 		
CF ] Ops Center 1257hrs 		
CF ] Breathable 		
CF | 		
CF | > X SMALLER 		
CF | 		
CF | You see nothing special about the smaller alien's corpse. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search smaller" 		
CF ] Ops Center 1258hrs 		
CF ] Breathable 		
CF | 		
CF | > SEARCH SMALLER 		
CF | 		
CF | The smaller alien's corpse is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Ops Center 1258hrs 		
CF ] Breathable 		
CF | 		
CF | > L 		
CF | 		
CF | Ops Center 		
CF | This appears to be the nerve center of the operation – whatever that 		
CF | may be. The walls are lined with screens and control surfaces, but 		
CF | most of them seem to be inactive. 		
CF | 		
CF | You can see a larger alien's corpse and a smaller alien's corpse here. 		
CF | 		
CF | > 		Jacqueline says, "Now, I ain't never tried to cut an old tree with no dang jigsaw."
DavidW says (to ClubFloyd), "i" 		
CF ] Ops Center 1259hrs 		
CF ] Breathable 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | three ammo clips 		
CF | a rifle 		
CF | a prison warden's ID card 		
CF | your armor (being worn) 		
CF | five ration bars 		
CF | some bedsheets 		
CF | a shard 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut larger open with card" 		
CF ] Ops Center 1259hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT LARGER OPEN WITH CARD 		
CF | 		
CF | The prison warden's ID card cannot cut anything. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rifle" 		
CF ] Ops Center 1300hrs 		
CF ] Breathable 		
CF | 		
CF | > X RIFLE 		
CF | 		
CF | A rifle of shwabolian design as you've seen on the battlefield often 		
CF | enough. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut larger open with shard" 		
CF ] Ops Center 1300hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT LARGER OPEN WITH SHARD 		
CF | 		
CF | The shard is far too delicate for the task – it's like trying to cut 		
CF | down an old tree with a jigsaw. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut larger open with shard carefully" 		
CF ] Ops Center 1300hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT LARGER OPEN WITH SHARD CAREFULLY 		
CF | 		
CF | Adverbs are not usually necessary in interactive fiction. 		
CF | 		
CF | Retrying as: 		
CF | >CUT LARGER OPEN WITH SHARD 		
CF | The shard is far too delicate for the task – it's like trying to cut 		
CF | down an old tree with a jigsaw. 		
CF | 		
CF | > 		Jacqueline says, "I'm super fine with digging into the hints right away for this, just fyi."
		DavidW says, "yeah, it was on the hint list."
		DavidW says, "There's probably a proper knife somewhere."
		Knight_Otu says, "If it turns out there's a knife on the prison island..."
DavidW says (to ClubFloyd), "hint" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Content Warning 		
CF | Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "n" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | > Unusual Verbs 		
CF | Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "n" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | Unusual Verbs 		
CF | > Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW presses the yellow enter button. 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | > How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "p" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | > How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | > How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | > How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | > How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | > How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | > How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | > How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | > How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | > How do I avoid getting shot? 		
CF | How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | > How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW presses the yellow enter button. 		
CF ] How do I retrieve the swallowed object? 		
CF | 1/8: The owner isn't going to return it willingly. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW says (to ClubFloyd), "h" 		
CF | 1/8: The owner isn't going to return it willingly. 		
CF | 		
CF | 2/8: He seems hell-bent on killing you, so perhaps deal with that 		
CF | first. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW says (to ClubFloyd), "h" 		
CF | 1/8: The owner isn't going to return it willingly. 		
CF | 		
CF | 2/8: He seems hell-bent on killing you, so perhaps deal with that 		
CF | first. 		
CF | 		
CF | 3/8: He is dead. It doesn't need to be pretty. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW says (to ClubFloyd), "h" 		
CF | 1/8: The owner isn't going to return it willingly. 		
CF | 		
CF | 2/8: He seems hell-bent on killing you, so perhaps deal with that 		
CF | first. 		
CF | 		
CF | 3/8: He is dead. It doesn't need to be pretty. 		
CF | 		
CF | 4/8: You will need some kind of cutting tool. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW says (to ClubFloyd), "h" 		
CF | 1/8: The owner isn't going to return it willingly. 		
CF | 		
CF | 2/8: He seems hell-bent on killing you, so perhaps deal with that 		
CF | first. 		
CF | 		
CF | 3/8: He is dead. It doesn't need to be pretty. 		
CF | 		
CF | 4/8: You will need some kind of cutting tool. 		
CF | 		
CF | 5/8: The shelf in the armory didn't seem to be very well made. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
DavidW pushes the green 'space' button. 		
CF ] Hints 		
CF ] 		
CF ] N = Next Q = Last Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I leave the cell? 		
CF | How do I leave the prison building? 		
CF | How do I avoid dying outside? 		
CF | How do I cross the water? 		
CF | How do I unlock the door to the command center? 		
CF | How do I return to the prison island? 		
CF | How do I pass the force field to the hangar? 		
CF | How do I start up the ship? 		
CF | How do I avoid getting shot? 		
CF | > How do I retrieve the swallowed object? 		
CF | How do I launch the ship? 		
CF | How do I return home? 		
DavidW says (to ClubFloyd), "q" 		
CF ] RETURN TO THE STARS 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Content Warning 		
CF | Unusual Verbs 		
CF | > Hints 		
CF | Contacting the Author 		
CF | Credits 		
DavidW says (to ClubFloyd), "q" 		
CF ] Ops Center 1300hrs 		
CF ] Breathable 		
CF | Ops Center 		
CF | This appears to be the nerve center of the operation – whatever that 		
CF | may be. The walls are lined with screens and control surfaces, but 		
CF | most of them seem to be inactive. 		
CF | 		
CF | You can see a larger alien's corpse and a smaller alien's corpse here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Command Center Lobby 1300hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Command Center Lobby 		
CF | You are standing in a sparsely furnished lobby. Some chairs are lined 		
CF | up on a wall, but that's about it. 		
CF | 		
CF | A briefing room is to the east, the ops center lies to the north, and 		
CF | the hallway leading back to the entrance is south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Command Center Lobby 1300hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Entry Hallway 1300hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Entry Hallway 		
CF | This is the entry area into the base's command center, where those in 		
CF | charge would no doubt hold briefings, discuss command decisions, and 		
CF | do other important officer things. (In all your years of military 		
CF | service, you've never felt a desire to move up into the officer ranks 		
CF | yourself, even though there were plenty of open spots in the 		
CF | newly-unified military.) 		
CF | 		
CF | A small armory is to the west, and the hallway continues to the north. 		
CF | The way out is south, through the door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Armory 1300hrs 		
CF ] Breathable 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Armory 		
CF | This "armory" is really more of a glorified storage closet: it is just 		
CF | large enough to hold a storage rack and an ammo crate. 		
CF | 		
CF | The only way out is east, back to the hallway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rack" 		
CF ] Armory 1301hrs 		
CF ] Breathable 		
CF | 		
CF | > X RACK 		
CF | 		
CF | It is a very simple design, made of plain metal struts with rather 		
CF | sharp edges. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take strut" 		
CF ] Armory 1301hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE STRUT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rack" 		
CF ] Armory 1301hrs 		
CF ] Breathable 		
CF | 		
CF | > TAKE RACK 		
CF | 		
CF | It is too large and heavy to carry around in one piece. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit rack" 		
CF ] Armory 1301hrs 		
CF ] Breathable 		
CF | 		
CF | > HIT RACK 		
CF | 		
CF | You pull apart the frame of the shelf, giving you a piece of metal 		
CF | with a rather sharp edge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Armory 1302hrs 		
CF ] Breathable 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a makeshift knife 		
CF | three ammo clips 		
CF | a rifle 		
CF | a prison warden's ID card 		
CF | your armor (being worn) 		
CF | five ration bars 		
CF | some bedsheets 		
CF | a shard 		
CF | a set of fatigues (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Entry Hallway 1302hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Entry Hallway 		
CF | This is the entry area into the base's command center, where those in 		
CF | charge would no doubt hold briefings, discuss command decisions, and 		
CF | do other important officer things. (In all your years of military 		
CF | service, you've never felt a desire to move up into the officer ranks 		
CF | yourself, even though there were plenty of open spots in the 		
CF | newly-unified military.) 		
CF | 		
CF | A small armory is to the west, and the hallway continues to the north. 		
CF | The way out is south, through the door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Command Center Lobby 1302hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Command Center Lobby 		
CF | You are standing in a sparsely furnished lobby. Some chairs are lined 		
CF | up on a wall, but that's about it. 		
CF | 		
CF | A briefing room is to the east, the ops center lies to the north, and 		
CF | the hallway leading back to the entrance is south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Ops Center 1302hrs 		
CF ] Breathable 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Ops Center 		
CF | This appears to be the nerve center of the operation – whatever that 		
CF | may be. The walls are lined with screens and control surfaces, but 		
CF | most of them seem to be inactive. 		
CF | 		
CF | You can see a larger alien's corpse and a smaller alien's corpse here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut larger with knife" 		
CF ] Ops Center 1312hrs 		
CF ] Breathable 		
CF | 		
CF | > CUT LARGER WITH KNIFE 		
CF | 		
CF | You double-check inside the creature's mouth, but no dice. With a 		
CF | sigh, you kneel down in the puddle of blood now surrounding the body. 		
CF | You carefully postion the makeshift knife, plunging it deep into the 		
CF | dead creature's abdominal area; guts, blood, and other bodily fluids 		
CF | spilling out and onto your armored legs as you cut. 		
CF | With the incision complete, you take a second to steel yourself before 		
CF | reaching into the abdominal cavity. After a minute or so of fishing 		
CF | around in the bloody soup, you find the object of your desire: a small 		
CF | data crypt, which the creature swallowed when you came into the room. 		
CF | It appears to be undamaged. 		
CF | 		
CF | You feel like throwing up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "clean knife" 		
CF ] Ops Center 1313hrs 		
CF ] Breathable 		
CF | 		
CF | > CLEAN KNIFE 		
CF | 		
CF | You rub the makeshift knife. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x data" 		
CF ] Ops Center 1314hrs 		
CF ] Breathable 		
CF | 		
CF | > X DATA 		
CF | 		
CF | A small storage device you salvaged from the innards of one of your 		
CF | captors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Command Center Lobby 1314hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Command Center Lobby 		
CF | You are standing in a sparsely furnished lobby. Some chairs are lined 		
CF | up on a wall, but that's about it. 		
CF | 		
CF | A briefing room is to the east, the ops center lies to the north, and 		
CF | the hallway leading back to the entrance is south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Entry Hallway 1314hrs 		
CF ] Breathable 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Entry Hallway 		
CF | This is the entry area into the base's command center, where those in 		
CF | charge would no doubt hold briefings, discuss command decisions, and 		
CF | do other important officer things. (In all your years of military 		
CF | service, you've never felt a desire to move up into the officer ranks 		
CF | yourself, even though there were plenty of open spots in the 		
CF | newly-unified military.) 		
CF | 		
CF | A small armory is to the west, and the hallway continues to the north. 		
CF | The way out is south, through the door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Military Complex Plaza 1314hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Military Complex Plaza 		
CF | This base must be the heart of the operations – in this area, at 		
CF | least. 		
CF | 		
CF | There are several places you could go from here. The shoreline and the 		
CF | docks lie to the south. The hangar lies to the east. A smaller 		
CF | building, labeled "Barracks", lies to the west, and a larger building 		
CF | with a sign reading "Command Center", blocked off by a door, lies to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hangar 1314hrs 		
CF ] Breathable 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hangar 		
CF | This large, cavernous space where dropships and other small craft can 		
CF | be stored when not in use. It is currently empty. 		
CF | 		
CF | You could go north, through the launch doors and onto the landing pad, 		
CF | west, back to the plaza, or up to the control room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Landing Strip 1314hrs 		
CF ] High levels of CO2 Air: 99 min 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Landing Strip 		
CF | You are standing on the tarmac of a small landing pad. It's not long 		
CF | enough for a fixed-wing atmospheric craft to take off, but perfectly 		
CF | adequate for the vertical take-off and landing operation of a 		
CF | space-capable vessel. 		
CF | 		
CF | You could go south, through the launch doors and back into the hangar. 		
CF | 		
CF | You can see a messenger ship here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter ship" 		
CF ] Landing Strip 1315hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > ENTER SHIP 		
CF | 		
CF | Landing Strip (in the messenger ship) 		
CF | You are sitting in the cockpit of the messenger ship. The control 		
CF | panels are dark and blank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Landing Strip 1315hrs 		
CF ] Breathable Air: 99 min 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put data in notch" 		
CF ] Landing Strip 1315hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > PUT DATA IN NOTCH 		
CF | 		
CF | You put the data crypt into the notch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x panel" 		
CF ] Landing Strip 1316hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > X PANEL 		
CF | 		
CF | The panels surrounding you are festooned with buttons and switches. 		
CF | You hope that most of them aren't too important. 		
CF | The data crypts rests in its place in the control panel. 		
CF | 		
CF | In the notch is a data crypt. 		
CF | 		
CF | > 		Jacqueline says, "This game, man."
DavidW says (to ClubFloyd), "buttons" 		
CF ] Landing Strip 1317hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > BUTTONS 		
CF | 		
CF | >EXAMINE BUTTONS 		
CF | The panels surrounding you are festooned with buttons and switches. 		
CF | You hope that most of them aren't too important. 		
CF | The data crypts rests in its place in the control panel. 		
CF | 		
CF | In the notch is a data crypt. 		
CF | 		
CF | > 		Jacqueline says, "Violence isn't the answer, except often it is."
DavidW says (to ClubFloyd), "push data" 		
CF ] Landing Strip 1318hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > PUSH DATA 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on ship" 		
CF ] Landing Strip 1321hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > TURN ON SHIP 		
CF | 		
CF | Luckily, earth scientists were able to get their hands on a similar 		
CF | model of Shwabolian ship, so your suit is able to guide you through 		
CF | most of the pre-flight checks. 		
CF | 		
CF | You press the button that your suit indicates as being the main switch 		
CF | for the ship. One by one, the messenger ship's systems come alive 		
CF | around you. The ship is now ready for launch. 		
CF | 		
CF | > 		Knight_Otu asks, "Prepare for launch?"
		Jacqueline says, "And we will never understand why the couch was such a big deal. Maybe just setting."
		Jacqueline exclaims, "SURE!"
DavidW says (to ClubFloyd), "launch" 		
CF ] Planetary Orbit 1351hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > LAUNCH 		
CF | 		
CF | (the messenger ship) 		
CF | You get into the pilot's seat and take a few seconds to collect your 		
CF | thoughts. While you didn't perform absolutely terribly on the 		
CF | simulator tryouts in bootcamp, there is certainly a reason why you 		
CF | were placed with the space-borne infantry rather than in a dropship 		
CF | wing. 		
CF | ... no time for second thoughts. It's either this, or staying on this 		
CF | planet until you either starve or your captors return and discover 		
CF | what you did. After all, you (hopefully) won't need to fly any combat 		
CF | maneuvers, just take off and make orbit. You push your doubts aside 		
CF | and follow the pointers provided by you armor's computer system. 		
CF | 		
CF | Half an hour later, you have safely left the atmosphere and have 		
CF | settled into a stable low orbit. 		
CF | 		
CF | Planetary Orbit (in the messenger ship) 		
CF | You are sitting in the cockpit of the messenger ship. The control 		
CF | panels in front of you inform you that all systems of the ship are in 		
CF | working order. 		
CF | 		
CF | > 		Jacqueline asks, "Now what? Get rescued?"
		DavidW says, "um, I dunno."
Knight_Otu says (to ClubFloyd), " x panels" 		
CF ] Planetary Orbit 1352hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > X PANELS 		
CF | 		
CF | The panels surrounding you are festooned with buttons and switches. 		
CF | You hope that most of them aren't too important. 		
CF | The data crypts rests in its place in the control panel. 		
CF | 		
CF | In the notch is a data crypt. 		
CF | 		
CF | > 		Jacqueline says, "'Cause low orbit doesn't seem better for food options than waiting on the surface..."
DavidW says (to ClubFloyd), "u" 		
CF ] Planetary Orbit 1352hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > U 		
CF | 		
CF | You are already in space. 		
CF | 		
CF | > 		MoyTravis asks, "Man it's not over yet?"
		Jacqueline says, "hahaha"
DavidW says (to ClubFloyd), "go home" 		
CF ] Planetary Orbit 1352hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > GO HOME 		
CF | 		
CF | While your sudden appearance in the solar system caused some confusion 		
CF | and concern, the transmission of your identification codes – and 		
CF | showing your face on video comms – dissuaded the combined military 		
CF | forces in the area from blowing you to pieces. Against your own 		
CF | expectations, you manage to land the ship in the hangar of one of the 		
CF | fleet's large carriers. Despite the prospect of hours upon hours of 		
CF | debriefings from all levels of command, and probably military 		
CF | intelligence as well, you are glad to be back. 		
CF | 		
CF | 		
CF | 		
CF | *** You have returned home *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or read some 		
CF | author's NOTES about this story? 		
CF | > 		Jacqueline says, "huh"
		Jacqueline exclaims, "Good guess!"
		Knight_Otu says, "Whew."
DavidW says (to ClubFloyd), "notes" 		
CF ] Planetary Orbit 1352hrs 		
CF ] Breathable Air: 99 min 		
CF | 		
CF | > NOTES 		
CF | 		
CF | Thank you for playing "Return to the Stars"! 		
CF | 		
CF | The general premise of needing to escape from captivity on an alien 		
CF | world occurred to me in early 2018, but as things often go in life, I 		
CF | was busy with other projects, so the idea was set aside and mostly 		
CF | forgotten about. The announcement of ParserComp 2021 brought the 		
CF | concept back to my mind, I reduced the scope somewhat, and in April 		
CF | '21 I finally sat down and started working on the implementation in 		
CF | earnest – partially out of sheer boredom, some five months into 		
CF | Germany's second COVID lockdown. Its release marks the first time I 		
CF | actually finish and publish a piece of IF. 		
CF | 		
CF | With the minor history lesson out of the way, it is time for some 		
CF | acknowledgements. While it is often said in writing circles that 		
CF | "everything has been done before", and that it's all about the 		
CF | individual author's take on a certain concept, I think it is only fair 		
CF | for me to acknowledge the major source of inspiration for "Return": 		
CF | Marko Kloos' Frontlines novel series. (And probably half a 		
CF | dozen others, subconsciously, but that's usually the one that comes to 		
CF | my mind when I think "military SF". I highly recommend it.) As such, 		
CF | the appearance of certain names or phrases, such as space-borne 		
CF | infantry, is no coincidence. (Rest assured, however, that this is 		
CF | not just a barely-concealed fanficion.) 		
CF | And, last but not least, a huge THANK YOU to my playtesters, who 		
CF | helped catch a number of larger and smaller issues in the game: Lucas 		
CF | Beringer, Erik Schwejda, Edo, and Peter M.J. Gross. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or read some 		
CF | author's NOTES about this story? 		
CF | > 		MoyTravis says, "Finally done."
		DavidW says, "yay us"
		MoyTravis says, "Well that was...fine. Not my kind of game. But, fine."
		Jacqueline says, "Nice"
		DavidW says, "So the couch and the mirror shard are totally useless red herrings, I guess."
		Jacqueline says, "I'm impressed that I didn't know it was second language until the Notes at the end."
		Knight_Otu says, "Seems so."
		DavidW says, "yeah, I didn't notice any foreign language wobbles."
		Jacqueline says, "Well, thanks everyone."
		Knight_Otu says (to Jacq), "I didn#t guess it either."
		DavidW says, "yes, thanks all"
		Jacqueline says, "Yeah. He has a couple of grammatical issues, but they don't show up until just after he mentions Germany."
		Knight_Otu says, "The most I noticed were missing '.'s."



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ClubFloyd Transcript:
Acid Rain by Garry Francis
As played on ifMUD on July 25, 2021

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 Acid Rain written by Garry Francis. Acid Rain was released as part of the 2021 ParserComp, in which she took 8th 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 asks, "Maybe try Acid Rain?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "load sleepmask acidrain" 		
CF ] Inside Your Car Moves: 0 		
CF | 		
CF | You were driving home from the Second National Conference on Acid Rain 		
CF | when you started getting tired. As it was late at night and you were 		
CF | in the middle of nowhere, you pulled over to the side of the road for 		
CF | a bit of shut-eye. 		
CF | 		
CF | When you wake up, you find that it's dark and dismal outside and 		
CF | raining heavily. You'd better get a move on and get the car under 		
CF | cover. Despite all the protective coating you've applied, acid rain 		
CF | can still make a mess of your duco. 		
CF | 		
CF | 		
CF | Acid Rain 		
CF | Copyright © 2021 Garry Francis 		
CF | Type ABOUT for further info and credits. 		
CF | 		
CF | Release 1 / Serial number 210701 / Inform v6.35 Library v6.12.5 S 		
CF | 		
CF | Inside Your Car 		
CF | You're inside your car. The dashboard is dark and the engine is off. 		
CF | It's dark and raining outside. You feel like there's something odd 		
CF | about the rain. The only exit is out. 		
CF | 		
CF | In the ignition is your car key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn key" 		
CF ] Inside Your Car Moves: 1 		
CF | 		
CF | > TURN KEY 		
CF | 		
CF | The starter motor gives a brief whir, then stops. You try again. 		
CF | Click. Nothing happens. Click. Still nothing happens. Darn. Sounds 		
CF | like a flat battery. 		
CF | 		
CF | > 		DavidW asks, "uh, what's the remedy for that? Jumper cables and another car that works?"
DavidW says (to ClubFloyd), "turn key" 		
CF ] Inside Your Car Moves: 2 		
CF | 		
CF | > TURN KEY 		
CF | 		
CF | Click. Nothing happens. Click. Still nothing happens. Darn. Sounds 		
CF | like a flat battery. 		
CF | 		
CF | > 		MoyTravis says, "That's the traditional remedy."
DavidW says (to ClubFloyd), "take key" 		
CF ] Inside Your Car Moves: 3 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Outside Your Car Moves: 4 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | The acid rain falls on your exposed head and body, drips down your 		
CF | neck and eats through your skin. The pain is excuciating, but you 		
CF | don't have to endure it for long. 		
CF | 		
CF | 		
CF | *** You have died *** 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, UNDO your last move 		
CF | or QUIT? 		
CF | > 		Knight_Otu says, "I wouldn't know."
		Jacqueline says, "Well, I guess we'll --"
		Jacqueline says, "die, then."
		MoyTravis says, "what"
		Knight_Otu says, "Oh wow. That's some heavy acid."
		MoyTravis says, "So this is, like, Fantasy Acid Rain or something."
		DavidW says, "Looks like we need protection before going to the mansion."
		MoyTravis says, "Not, like, the actual real-life acid rain."
DavidW says (to ClubFloyd), "undo" 		
CF ] Inside Your Car Moves: 3 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Inside Your Car 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Inside Your Car Moves: 4 		
CF | 		
CF | > X ME 		
CF | 		
CF | You're a bit of a science nerd - and dressed accordingly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Inside Your Car Moves: 5 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | your car key 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open glove compartment" 		
CF ] Inside Your Car Moves: 6 		
CF | 		
CF | > OPEN GLOVE COMPARTMENT 		
CF | 		
CF | You open the glovebox, revealing a plastic raincoat and a torch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all from it" 		
CF ] Inside Your Car Moves: 7 		
CF | 		
CF | > TAKE ALL FROM IT 		
CF | 		
CF | plastic raincoat: Removed. 		
CF | torch: Removed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear raincoat" 		
CF ] Inside Your Car Moves: 8 		
CF | 		
CF | > WEAR RAINCOAT 		
CF | 		
CF | You don your designer-label raincoat. It's a perfect fit. 		
CF | 		
CF | > 		Jacqueline says, "Plastic raincoat! What a life save."
DavidW says (to ClubFloyd), "out" 		
CF ] Outside Your Car Moves: 9 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		DavidW asks, "I assume we're going south?"
		MoyTravis asks, "I mean check our trunk?"
		Jacqueline asks, "So, killer acid rain or a haunted mansion?"
DavidW says (to ClubFloyd), "e" 		
CF ] Behind Your Car Moves: 10 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Behind Your Car 		
CF | You're at the rear of your car, looking over the boot. The road 		
CF | continues to the east and west. There's a fence beside the road to the 		
CF | south. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, check the front and back of the car."
DavidW says (to ClubFloyd), "open boot" 		
CF ] Behind Your Car Moves: 11 		
CF | 		
CF | > OPEN BOOT 		
CF | 		
CF | The boot seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock boot with key" 		
CF ] Behind Your Car Moves: 12 		
CF | 		
CF | > UNLOCK BOOT WITH KEY 		
CF | 		
CF | You unlock the boot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open boot" 		
CF ] Behind Your Car Moves: 13 		
CF | 		
CF | > OPEN BOOT 		
CF | 		
CF | You open the boot, revealing a spare tyre and a tyre lever. 		
CF | 		
CF | > 		DavidW says, "That seems not what we need."
		Knight_Otu says, "Well, we're not tyred."
		Knight_Otu says, "Yet."
DavidW says (to ClubFloyd), "close boot" 		
CF ] Behind Your Car Moves: 14 		
CF | 		
CF | > CLOSE BOOT 		
CF | 		
CF | The boot clicks shut. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Outside Your Car Moves: 15 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] In Front of Your Car Moves: 16 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | In Front of Your Car 		
CF | You're at the front of your car, looking over the bonnet. The road 		
CF | continues to the east and west. There's a fence beside the road to the 		
CF | south. 		
CF | 		
CF | > 		MoyTravis says, "boo"
DavidW says (to ClubFloyd), "open bonnet" 		
CF ] In Front of Your Car Moves: 17 		
CF | 		
CF | > OPEN BONNET 		
CF | 		
CF | The bonnet seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock bonnet with key" 		
CF ] In Front of Your Car Moves: 18 		
CF | 		
CF | > UNLOCK BONNET WITH KEY 		
CF | 		
CF | The car key doesn't seem to fit the lock. 		
CF | 		
CF | > 		Knight_Otu says, "I try."
DavidW says (to ClubFloyd), "e" 		
CF ] Outside Your Car Moves: 19 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Inside Your Car Moves: 20 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside Your Car 		
CF | You're inside your car. The dashboard is dark and the engine is off. 		
CF | It's dark and raining outside. The only exit is out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open bonnet" 		
CF ] Inside Your Car Moves: 20 		
CF | 		
CF | > OPEN BONNET 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dashboard" 		
CF ] Inside Your Car Moves: 21 		
CF | 		
CF | > X DASHBOARD 		
CF | 		
CF | Glovebox? Check. Steering wheel? Check. Ignition? Check. Knob under 		
CF | dashboard? Check. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x knob" 		
CF ] Inside Your Car Moves: 22 		
CF | 		
CF | > X KNOB 		
CF | 		
CF | It has a little picture of a car with its bonnet open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob" 		
CF ] Inside Your Car Moves: 23 		
CF | 		
CF | > TURN KNOB 		
CF | 		
CF | You're unable to. 		
CF | 		
CF | > 		Knight_Otu says, "Knob I ... yeah."
DavidW says (to ClubFloyd), "push knob" 		
CF ] Inside Your Car Moves: 24 		
CF | 		
CF | > PUSH KNOB 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull knob" 		
CF ] Inside Your Car Moves: 25 		
CF | 		
CF | > PULL KNOB 		
CF | 		
CF | You hear a loud bump and the car's bonnet pops up a few centimetres. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Outside Your Car Moves: 26 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] In Front of Your Car Moves: 27 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | In Front of Your Car 		
CF | You're at the front of your car, looking over the bonnet. The road 		
CF | continues to the east and west. There's a fence beside the road to the 		
CF | south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in bonnet" 		
CF ] In Front of Your Car Moves: 28 		
CF | 		
CF | > LOOK IN BONNET 		
CF | 		
CF | You can't see inside, since the bonnet is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open bonnet" 		
CF ] In Front of Your Car Moves: 29 		
CF | 		
CF | > OPEN BONNET 		
CF | 		
CF | You open the bonnet, revealing a V8 engine and a flat battery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x battery" 		
CF ] In Front of Your Car Moves: 30 		
CF | 		
CF | > X BATTERY 		
CF | 		
CF | It's an el-cheapo reconditioned battery that's now carked it. You need 		
CF | to replace it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x engine" 		
CF ] In Front of Your Car Moves: 31 		
CF | 		
CF | > X ENGINE 		
CF | 		
CF | It's your souped-up V8 engine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take battery" 		
CF ] In Front of Your Car Moves: 32 		
CF | 		
CF | > TAKE BATTERY 		
CF | 		
CF | The battery is quite heavy. There's no point removing it and lugging 		
CF | it around with you until you've got a replacement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close bonnet" 		
CF ] In Front of Your Car Moves: 33 		
CF | 		
CF | > CLOSE BONNET 		
CF | 		
CF | The bonnet clicks shut. 		
CF | 		
CF | > 		MoyTravis says, "Oh we're gonna swap batteries then."
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "e" 		
CF ] Outside Your Car Moves: 34 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lock car with key" 		
CF ] Outside Your Car Moves: 35 		
CF | 		
CF | > LOCK CAR WITH KEY 		
CF | 		
CF | You lock the car. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Entrance to Mansion Moves: 36 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Entrance to Mansion 		
CF | You're at the front fence of a large mansion. The entry to the 		
CF | property is via a large iron gate to the south, but the gate is 		
CF | chained shut. The road is back to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gate" 		
CF ] Entrance to Mansion Moves: 37 		
CF | 		
CF | > X GATE 		
CF | 		
CF | It's a huge iron gate in the same style as the fence. It's locked by a 		
CF | heavy chain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chain" 		
CF ] Entrance to Mansion Moves: 38 		
CF | 		
CF | > X CHAIN 		
CF | 		
CF | It's wound tightly around the gate, but it's rough and pitted from the 		
CF | corrosion caused by the acid rain. Maybe it's not as strong as it 		
CF | looks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break chain" 		
CF ] Entrance to Mansion Moves: 39 		
CF | 		
CF | > BREAK CHAIN 		
CF | 		
CF | You'll have to tell me what to break it with. 		
CF | 		
CF | > 		Knight_Otu says, "The tyre lever I guess."
		DavidW asks, "A spare fence post?"
		Jacqueline says, "Yeah. Tyre iron and violence."
		DavidW says, "okay, I'll try it, but I'm dubious."
DavidW says (to ClubFloyd), "n" 		
CF ] Outside Your Car Moves: 40 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Behind Your Car Moves: 41 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Behind Your Car 		
CF | You're at the rear of your car, looking over the boot. The road 		
CF | continues to the east and west. There's a fence beside the road to the 		
CF | south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open boot" 		
CF ] Behind Your Car Moves: 42 		
CF | 		
CF | > OPEN BOOT 		
CF | 		
CF | The boot seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock boot with key" 		
CF ] Behind Your Car Moves: 43 		
CF | 		
CF | > UNLOCK BOOT WITH KEY 		
CF | 		
CF | You unlock the boot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open boot" 		
CF ] Behind Your Car Moves: 44 		
CF | 		
CF | > OPEN BOOT 		
CF | 		
CF | You open the boot, revealing a spare tyre and a tyre lever. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take lever" 		
CF ] Behind Your Car Moves: 45 		
CF | 		
CF | > TAKE LEVER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close boot" 		
CF ] Behind Your Car Moves: 46 		
CF | 		
CF | > CLOSE BOOT 		
CF | 		
CF | The boot clicks shut. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Behind Your Car Moves: 47 		
CF | 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Outside Your Car Moves: 48 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Entrance to Mansion Moves: 49 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Entrance to Mansion 		
CF | You're at the front fence of a large mansion. The entry to the 		
CF | property is via a large iron gate to the south, but the gate is 		
CF | chained shut. The road is back to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break chain with lever" 		
CF ] Entrance to Mansion Moves: 50 		
CF | 		
CF | > BREAK CHAIN WITH LEVER 		
CF | 		
CF | Weakened by the effects of the acid rain, the chain crumbles to dust 		
CF | and the huge gate is now unlocked. 		
CF | 		
CF | > 		DavidW says, "score one for you guys"
		Jacqueline says, "Aw yeah"
DavidW says (to ClubFloyd), "s" 		
CF ] Entrance to Mansion Moves: 51 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the huge gate is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open gate" 		
CF ] Entrance to Mansion Moves: 52 		
CF | 		
CF | > OPEN GATE 		
CF | 		
CF | You open the huge gate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Front Path Moves: 53 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Front Path 		
CF | This is the front path of the mansion. It runs between the entrance to 		
CF | the north and the mansion to the south with a lawn on each side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Front Porch Moves: 54 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of a large mansion, where the 		
CF | awning protects you from the acid rain. If you want to enter the 		
CF | mansion, there's a large oak door to the south, otherwise you can head 		
CF | back north towards the road. 		
CF | 		
CF | You can see a plant pot here. 		
CF | 		
CF | > 		Knight_Otu says, "(Of course, considering the mansion appears abandoned, I'm not sure why we'd be hoping to find a replacement battery in our trespassing.)"
DavidW says (to ClubFloyd), "open door" 		
CF ] Front Porch Moves: 55 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | The large oak door seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under pot" 		
CF ] Front Porch Moves: 56 		
CF | 		
CF | > LOOK UNDER POT 		
CF | 		
CF | It's too heavy to move. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search pot" 		
CF ] Front Porch Moves: 57 		
CF | 		
CF | > SEARCH POT 		
CF | 		
CF | In the plant pot is a pot plant. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pot plant" 		
CF ] Front Porch Moves: 58 		
CF | 		
CF | > X POT PLANT 		
CF | 		
CF | It's a strong pot plant with a single thick stem and broad green 		
CF | leaves. You recognise it as a 'Magneticus Scrollus'. 		
CF | 		
CF | > 		Jacqueline says, "Magneticus Scrollus? Ha"
		Knight_Otu says, "Er, huh."
		DavidW asks, "Like the IF company?"
		DavidW says, "Magnetic Scrolls"
		Knight_Otu says, "Probably."
		MoyTravis asks, "...huh. Commercial parser-based?"
		DavidW says, "yes. The UK version of Infocom in the 70s or 80s, I think."
		MoyTravis says, "Oh! It's 1980s."
		MoyTravis says, "Huh."
DavidW says (to ClubFloyd), "x awning" 		
CF ] Front Porch Moves: 59 		
CF | 		
CF | > X AWNING 		
CF | 		
CF | It provides some protection from the rain. You can remove your 		
CF | raincoat now, if you want to. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "knock on door" 		
CF ] Front Porch Moves: 60 		
CF | 		
CF | > KNOCK ON DOOR 		
CF | 		
CF | Perhaps you should try the doorbell. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push doorbell" 		
CF ] Front Porch Moves: 61 		
CF | 		
CF | > PUSH DOORBELL 		
CF | 		
CF | Ding, dong! You wait for a while, but nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x window" 		
CF ] Front Porch Moves: 61 		
CF | 		
CF | > X WINDOW 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Front Porch Moves: 62 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | It's a sturdy oak door with a doorbell to the side. The door is 		
CF | currently closed. 		
CF | 		
CF | > 		Jacqueline says, "Man, the game is trolling us."
DavidW says (to ClubFloyd), "l" 		
CF ] Front Porch Moves: 63 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of a large mansion, where the 		
CF | awning protects you from the acid rain. If you want to enter the 		
CF | mansion, there's a large oak door to the south, otherwise you can head 		
CF | back north towards the road. 		
CF | 		
CF | You can see a plant pot here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push pot" 		
CF ] Front Porch Moves: 64 		
CF | 		
CF | > PUSH POT 		
CF | 		
CF | It's too heavy to move. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "pull plant" 		
CF ] Front Porch Moves: 65 		
CF | 		
CF | > PULL PLANT 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Front Porch Moves: 66 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb plant" 		
CF ] Front Porch Moves: 67 		
CF | 		
CF | > CLIMB PLANT 		
CF | 		
CF | Climbing that would achieve little. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "search dirt" 		
CF ] Front Porch Moves: 67 		
CF | 		
CF | > SEARCH DIRT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take plant" 		
CF ] Front Porch Moves: 68 		
CF | 		
CF | > TAKE PLANT 		
CF | 		
CF | You carefully lift the pot plant out of the plant pot and catch a 		
CF | glimpse of something in the bottom of the pot. 		
CF | 		
CF | > 		Jacqueline says, "Where is the key?? - there we go"
DavidW says (to ClubFloyd), "take key" 		
CF ] Front Porch Moves: 69 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | (the brass key) 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put plant in pot" 		
CF ] Front Porch Moves: 70 		
CF | 		
CF | > PUT PLANT IN POT 		
CF | 		
CF | You carefully plant the pot plant in the plant pot, where it belongs. 		
CF | 		
CF | > 		Jacqueline says, "Ugh. That's why I was pulling the plant."
DavidW says (to ClubFloyd), "unlock door with brass key" 		
CF ] Front Porch Moves: 71 		
CF | 		
CF | > UNLOCK DOOR WITH BRASS KEY 		
CF | 		
CF | You unlock the large oak door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Front Porch Moves: 72 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the large oak door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Entry Foyer Moves: 73 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Entry Foyer 		
CF | You're in an entry foyer. The front door is to the north and there are 		
CF | exits on the other three sides. 		
CF | 		
CF | > 		Knight_Otu says, "Well, I wouldn't have gotten that one."
DavidW says (to ClubFloyd), "close door" 		
CF ] Entry Foyer Moves: 74 		
CF | 		
CF | > CLOSE DOOR 		
CF | 		
CF | It might be safer to leave it open, just in case you've forgotten 		
CF | something or you need to make a hasty retreat. 		
CF | 		
CF | > 		DavidW says, "Well isn't that ominous."
		Knight_Otu asks, "Psh, what's the worst that could happen? Acid monsters?"
		DavidW says, "Also, note this is an Entry Foyer as opposed to an Exit Foyer."
		Jacqueline says, "heh"
		DavidW asks, "West, East, or South?"
		MoyTravis asks, "Pick one?"
DavidW says (to ClubFloyd), "w" 		
CF ] Entry Foyer Moves: 75 		
CF | 		
CF | > W 		
CF | 		
CF | It's dark in that direction. You'd better not venture any further 		
CF | without a source of light. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Entry Foyer Moves: 76 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Entry Foyer Moves: 77 		
CF | 		
CF | > W 		
CF | 		
CF | As you start to move, a gust of wind slams the front door shut. You 		
CF | stop in your tracks and spin around. A neatly-painted sign is now 		
CF | visible on the back of the door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read sign" 		
CF ] Entry Foyer Moves: 78 		
CF | 		
CF | > READ SIGN 		
CF | 		
CF | It says, 'This door can only be unlocked with an electronic door 		
CF | opener'. 		
CF | 		
CF | > 		MoyTravis exclaims, "spoopy!"
		Knight_Otu says, "Well, that's no good."
		MoyTravis asks, "Who writes that on their doors?"
		Jacqueline says, "That's very specific."
		Knight_Otu asks, "People who sell SmartHomes to unsuspecting people?"
DavidW says (to ClubFloyd), "take sign" 		
CF ] Entry Foyer Moves: 79 		
CF | 		
CF | > TAKE SIGN 		
CF | 		
CF | The neatly-painted sign is hardly portable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Scientist's Study Moves: 80 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Scientist's Study 		
CF | This room is somewhat dark and stuffy. The only exit is to the east. 		
CF | 		
CF | You can see a security card and a loose light switch here. 		
CF | 		
CF | > 		MoyTravis exclaims, "Damm those traveling SmartHome salesmen and their strangely-worded signs!"
DavidW says (to ClubFloyd), "take card" 		
CF ] Scientist's Study Moves: 81 		
CF | 		
CF | > TAKE CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read it" 		
CF ] Scientist's Study Moves: 82 		
CF | 		
CF | > READ IT 		
CF | 		
CF | The name is smudged so that you can't read it, but the dude in the 		
CF | photo looks like some sort of mad scientist. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, those traveling salesmen have their own problems."
DavidW says (to ClubFloyd), "x card" 		
CF ] Scientist's Study Moves: 83 		
CF | 		
CF | > X CARD 		
CF | 		
CF | It's a plastic card with a magnetic strip on one side and someone's 		
CF | identity on the other. It's about the size of a credit card. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x switch" 		
CF ] Scientist's Study Moves: 84 		
CF | 		
CF | > X SWITCH 		
CF | 		
CF | It's a simple light switch with an on/off button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull it" 		
CF ] Scientist's Study Moves: 85 		
CF | 		
CF | > PULL IT 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move it" 		
CF ] Scientist's Study Moves: 86 		
CF | 		
CF | > MOVE IT 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behind it" 		
CF ] Scientist's Study Moves: 86 		
CF | 		
CF | > LOOK BEHIND IT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Scientist's Study Moves: 87 		
CF | 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Scientist's Study Moves: 88 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | a loose light switch 		
CF | a security card 		
CF | a brass key 		
CF | a tyre lever 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | your car key 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Entry Foyer Moves: 89 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Entry Foyer 		
CF | You're in an entry foyer. The front door is to the north and there are 		
CF | exits on the other three sides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Library Moves: 90 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Library 		
CF | The walls in this room are lined with bookshelves, so you gather that 		
CF | it is a library of some sort. The exit is to the west. 		
CF | 		
CF | You can see a reading table (on which is a book) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x book" 		
CF ] Library Moves: 91 		
CF | 		
CF | > X BOOK 		
CF | 		
CF | It's currently closed. You can see that it's a soft-covered book and 		
CF | quite dog-eared, implying that it's been read a lot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read book" 		
CF ] Library Moves: 92 		
CF | 		
CF | > READ BOOK 		
CF | 		
CF | It's titled, 'The Science of Locks'. You wonder if it can help you out 		
CF | of your current predicament. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open book" 		
CF ] Library Moves: 93 		
CF | 		
CF | > OPEN BOOK 		
CF | 		
CF | A note falls out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read note" 		
CF ] Library Moves: 94 		
CF | 		
CF | > READ NOTE 		
CF | 		
CF | 'Parts list for electronic door opener: 		
CF | 1. Switch 		
CF | 2. Control unit 		
CF | 3. Laser power module 		
CF | 4. Circuit board (EK0007A) 		
CF | 5. Wire 		
CF | 6. Piezoelectric transducer 		
CF | 7. Jiffy box (size 2) 		
CF | 8. 3-volt LED' 		
CF | 		
CF | > 		Jacqueline says, "This all feels very contrived."
DavidW says (to ClubFloyd), "take note" 		
CF ] Library Moves: 95 		
CF | 		
CF | > TAKE NOTE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		MoyTravis says, "...yes."
		Jacqueline says, "But that is a genre of game that some people are into."
		DavidW says, "The scientist probably created the acid rain just to get us in here."
		Jacqueline says, "Yes. Definitely."
		Knight_Otu says, "It also sounds a larger game than I expected."
DavidW says (to ClubFloyd), "read book" 		
CF ] Library Moves: 96 		
CF | 		
CF | > READ BOOK 		
CF | 		
CF | It's very technical, but you grasp enough to understand how to make an 		
CF | electronic door opener. All you need is a screwdriver, a soldering 		
CF | iron and the relevant parts. 		
CF | 		
CF | > 		Jacqueline says, "I take back what I said about ghosts, by the way. That's apparently not the danger in this mansion."
DavidW says (to ClubFloyd), "x bookshelves" 		
CF ] Library Moves: 97 		
CF | 		
CF | > X BOOKSHELVES 		
CF | 		
CF | They're full of books, far too many to read in one lifetime. The owner 		
CF | of this mansion must be a prolific reader. 		
CF | 		
CF | > 		MoyTravis says, "The real danger is the Internet of Things."
DavidW says (to ClubFloyd), "x table" 		
CF ] Library Moves: 98 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | Shush. It's reading something. On the reading table is a book. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under table" 		
CF ] Library Moves: 99 		
CF | 		
CF | > LOOK UNDER TABLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search books" 		
CF ] Library Moves: 100 		
CF | 		
CF | > SEARCH BOOKS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		Knight_Otu says, "My turn to say ow."
DavidW says (to ClubFloyd), "pull bookcase" 		
CF ] Library Moves: 100 		
CF | 		
CF | > PULL BOOKCASE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "exits" 		
CF ] Library Moves: 100 		
CF | 		
CF | > EXITS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Entry Foyer Moves: 101 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Entry Foyer 		
CF | You're in an entry foyer. The front door is to the north and there are 		
CF | exits on the other three sides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Northern End of Long Hallway Moves: 102 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] North End of Dining Hall Moves: 103 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | North End of Dining Hall 		
CF | You're at the northern end of a formal dining hall. There's a 		
CF | sideboard against the western wall and an exit to the east. The hall 		
CF | continues to the south. 		
CF | 		
CF | On the sideboard is a fruit bowl. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bowl" 		
CF ] North End of Dining Hall Moves: 104 		
CF | 		
CF | > X BOWL 		
CF | 		
CF | It's a heavy blue glass fruit bowl. In the fruit bowl is a banana. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take banana" 		
CF ] North End of Dining Hall Moves: 105 		
CF | 		
CF | > TAKE BANANA 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu asks, "How old is that banana?"
DavidW says (to ClubFloyd), "x sideboard" 		
CF ] North End of Dining Hall Moves: 106 		
CF | 		
CF | > X SIDEBOARD 		
CF | 		
CF | It's a dark wood sideboard used for serving food and displaying the 		
CF | dishes when serving meals. On the sideboard is a fruit bowl. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x banana" 		
CF ] North End of Dining Hall Moves: 107 		
CF | 		
CF | > X BANANA 		
CF | 		
CF | It's got black spots on the skin from sitting on the fruit bowl for 		
CF | too long. 		
CF | 		
CF | > 		MoyTravis asks, "...not that old, actually?"
		DavidW says, "I'm sure we'll find a monkey in a cage who wants it."
		Knight_Otu says, "Possibly."
		DavidW says, "I assume we don't want the bowl unless it's the only container around."
DavidW says (to ClubFloyd), "s" 		
CF ] Middle Dining Hall Moves: 108 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle Dining Hall 		
CF | You're in the middle of a long dining hall that extends to the north 		
CF | and south. The centre of the room is dominated by a long dining table. 		
CF | There's also an exit to the east. 		
CF | 		
CF | On the dining table is a small crystal dish. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dish" 		
CF ] Middle Dining Hall Moves: 109 		
CF | 		
CF | > X DISH 		
CF | 		
CF | It's a small, delicately-cut crystal dish. In the small crystal dish 		
CF | is some caviar. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x caviar" 		
CF ] Middle Dining Hall Moves: 110 		
CF | 		
CF | > X CAVIAR 		
CF | 		
CF | Fish eggs. Yuck! What do the rich and famous see in this stuff? Give 		
CF | me steak and eggs, any day. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dish" 		
CF ] Middle Dining Hall Moves: 111 		
CF | 		
CF | > TAKE DISH 		
CF | 		
CF | It looks quite delicate. You don't trust yourself to carry it around, 		
CF | as you're just as likely to drop it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "taste caviar" 		
CF ] Middle Dining Hall Moves: 112 		
CF | 		
CF | > TASTE CAVIAR 		
CF | 		
CF | Yuck! No, thanks. Just the thought of it makes your stomach churn. 		
CF | 		
CF | > 		Knight_Otu says, "Fish eggs are eggs, too."
DavidW says (to ClubFloyd), "s" 		
CF ] South Dining Hall Moves: 113 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | South Dining Hall 		
CF | You're at the southern end of a long dining hall. It continues to the 		
CF | north or you can leave to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southern End of Hallway Moves: 114 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | > 		Knight_Otu says, "Those are some long rooms in this mansion."
		Jacqueline exclaims (at KO), "I was thinking that. Ew! Fish eggs! Give me CHICKEN eggs instead!"
DavidW says (to ClubFloyd), "open metal door" 		
CF ] Southern End of Hallway Moves: 115 		
CF | 		
CF | > OPEN METAL DOOR 		
CF | 		
CF | There's no visible way of opening it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] Southern End of Hallway Moves: 116 		
CF | 		
CF | > X IT 		
CF | 		
CF | It's a plain metal door with no handle or keyhole. It's currently 		
CF | closed. You notice that there's a slot in the wall next to it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put card in slot" 		
CF ] Southern End of Hallway Moves: 117 		
CF | 		
CF | > PUT CARD IN SLOT 		
CF | 		
CF | The metal door slides open, revealing a hallway to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Western End of Hallway Moves: 118 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | > 		MoyTravis says, "Either of those eggs seem like they'd have been out for far too long."
		DavidW says, "I'd like to see the rest of this floor before exploring another."
		Knight_Otu says, "I mean, yeah, but the banana didn't seem that old."
DavidW says (to ClubFloyd), "e" 		
CF ] Junction of Hallways Moves: 119 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north. There's 		
CF | also an exit to the south. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, this fllor first."
		Knight_Otu says, "*floor"
DavidW says (to ClubFloyd), "s" 		
CF ] Broom Closet Moves: 120 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Broom Closet 		
CF | You're in a tiny broom closet. It's barely large enough to turn around 		
CF | in. The exit is to the north. 		
CF | 		
CF | You can see a long-handled broom here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take broom" 		
CF ] Broom Closet Moves: 121 		
CF | 		
CF | > TAKE BROOM 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Junction of Hallways Moves: 122 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north. There's 		
CF | also an exit to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Eastern End of Hallway Moves: 123 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Eastern End of Hallway 		
CF | You're at the eastern end of a long hallway that continues to the 		
CF | west. Apart from the hallway itself, there are also exits to the north 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Bathroom Moves: 124 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bathroom 		
CF | You're in the ground floor bathroom. There's a small basin sitting 		
CF | atop a vanity unit and a mirror mounted above it. The exit is to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x open mirror" 		
CF ] Bathroom Moves: 124 		
CF | 		
CF | > X OPEN MIRROR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open mirror" 		
CF ] Bathroom Moves: 125 		
CF | 		
CF | > OPEN MIRROR 		
CF | 		
CF | The mirror is not something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Bathroom Moves: 126 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | You see a scruffy-looking scientist looking back at you. His dress 		
CF | sense leaves a bit to be desired. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x vanity" 		
CF ] Bathroom Moves: 127 		
CF | 		
CF | > X VANITY 		
CF | 		
CF | It's a typical vanity unit like you find in all domestic bathrooms. 		
CF | You can't see inside, since the vanity unit is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Bathroom Moves: 128 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | You open the vanity unit, revealing two D-cell batteries. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take batteries" 		
CF ] Bathroom Moves: 129 		
CF | 		
CF | > TAKE BATTERIES 		
CF | 		
CF | You're carrying too many things already. 		
CF | 		
CF | > 		DavidW says, "damn. We DO need a container."
		Knight_Otu exclaims, "Ah, Inventory limit!"
DavidW says (to ClubFloyd), "i" 		
CF ] Bathroom Moves: 130 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | a long-handled broom 		
CF | a banana 		
CF | a note 		
CF | a loose light switch 		
CF | a brass key 		
CF | a tyre lever 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | your car key 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Eastern End of Hallway Moves: 131 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Eastern End of Hallway 		
CF | You're at the eastern end of a long hallway that continues to the 		
CF | west. Apart from the hallway itself, there are also exits to the north 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Guest Room Moves: 132 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Guest Room 		
CF | You're in a comfortable guest room. It appears to be unused. There's a 		
CF | window to the north. The exit is to the south. 		
CF | 		
CF | You can see a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		MoyTravis says, "That's...annoying."
DavidW says (to ClubFloyd), "x bed" 		
CF ] Guest Room Moves: 133 		
CF | 		
CF | > X BED 		
CF | 		
CF | It's a single bed. On the bed are some clean sheets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sheets" 		
CF ] Guest Room Moves: 134 		
CF | 		
CF | > X SHEETS 		
CF | 		
CF | They're tightly tucked into the bed. 		
CF | 		
CF | > 		Knight_Otu asks, "Does our raincoat have pockets?"
DavidW says (to ClubFloyd), "look under bed" 		
CF ] Guest Room Moves: 135 		
CF | 		
CF | > LOOK UNDER BED 		
CF | 		
CF | There's nothing but dust. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x raincoat" 		
CF ] Guest Room Moves: 136 		
CF | 		
CF | > X RAINCOAT 		
CF | 		
CF | It's the designer-label raincoat that you bought from K-Mart. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pockets" 		
CF ] Guest Room Moves: 136 		
CF | 		
CF | > X POCKETS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put note in coat" 		
CF ] Guest Room Moves: 137 		
CF | 		
CF | > PUT NOTE IN COAT 		
CF | 		
CF | The plastic raincoat can't contain things. 		
CF | 		
CF | > 		Knight_Otu says, "Darnit."
		DavidW says, "Nice try, though."
DavidW says (to ClubFloyd), "x window" 		
CF ] Guest Room Moves: 138 		
CF | 		
CF | > X WINDOW 		
CF | 		
CF | When you look out the window, you can see the rain pelting down 		
CF | outside. Through the rain, you can just make out another room a short 		
CF | distance away. The window is currently closed. 		
CF | 		
CF | > 		DavidW asks, "Are we supposed to open the window and go outside again?"
		Jacqueline says, "Use the bed sheets to make a bindle! (Kidding.)"
		Knight_Otu says, "It sounds that way, though it seems weird to me."
DavidW says (to ClubFloyd), "open window" 		
CF ] Guest Room Moves: 139 		
CF | 		
CF | > OPEN WINDOW 		
CF | 		
CF | You open the window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern Ledge Moves: 140 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern Ledge 		
CF | You're standing precariously on a ledge outside the guest room. The 		
CF | window to the guest room is to your south. You can see another ledge a 		
CF | short distance to the north. 		
CF | 		
CF | You can see a red key here. 		
CF | 		
CF | > 		Knight_Otu says, "Red key, huh."
		Jacqueline says, "Sure"
		Jacqueline says, "Of course"
		DavidW says, "I can't take it without dropping something first."
DavidW says (to ClubFloyd), "n" 		
CF ] Southern Ledge Moves: 141 		
CF | 		
CF | > N 		
CF | 		
CF | It's too far to step across. You'll have to jump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump" 		
CF ] Ledge Moves: 142 		
CF | 		
CF | > JUMP 		
CF | 		
CF | You just make it to the northern ledge. 		
CF | 		
CF | Ledge 		
CF | You're standing on a short ledge beside a window on the south side of 		
CF | the building. This part of the building goes west for a short 		
CF | distance, then south and east. You can see another ledge a short 		
CF | distance to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open window" 		
CF ] Ledge Moves: 143 		
CF | 		
CF | > OPEN WINDOW 		
CF | 		
CF | You open the bedroom window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Bedroom Moves: 144 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Bedroom 		
CF | You're in a bedroom with an exit to the west and a window to the 		
CF | south. Interestingly, there's a keypad and a coded message scrawled on 		
CF | the northern wall. 		
CF | 		
CF | You can see a bed (on which are some sheets) here. 		
CF | 		
CF | > 		Jacqueline says, "This all feels like a lot. I think we should have opted for the roadside assistance package and a cell phone."
		MoyTravis says, ""a coded message" this game is just very...straightforward in its description."
DavidW says (to ClubFloyd), "read message" 		
CF ] Bedroom Moves: 145 		
CF | 		
CF | > READ MESSAGE 		
CF | 		
CF | It looks like gobbledegook. It reads, 'GL TVG GSV RMKFG XLWV, IVZW 		
CF | GSRH NVHHZTV DRGS FE HKVXGZXOVH'. 		
CF | 		
CF | > 		Knight_Otu says, "This feels like it wanted to be an espionage game."
DavidW says (to ClubFloyd), "| GSRH NVHHZTV DRGS FE HKVXGZXOVH" 		
CF ] Bedroom Moves: 145 		
CF | 		
CF | > | GSRH NVHHZTV DRGS FE HKVXGZXOVH 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Roger has arrived. 		MoyTravis says, "This feels like the author had Puzzle Ideas and then just threw them straight in."
		DavidW says, "It's not rot13."
		Knight_Otu says (to Moy), "That, too."
		MoyTravis asks, "Well if it's a ceaser cipher it'll be pretty easy?"
		DavidW says, "TO GET THE ..."
		MoyTravis asks, "Let's move on I think I can get this?"
		DavidW says, "I think the middle is THIS MESSAGE"
		MoyTravis says, "I'm guessing 'to get the iMKFt XoWe, IeaW this message with FE sKeXtaXOes'"
		Roger asks, "maybe 'burn'?"
DavidW says (to ClubFloyd), "x bed" 		
CF ] Bedroom Moves: 146 		
CF | 		
CF | > X BED 		
CF | 		
CF | It's a double bed. On the bed are some sheets. 		
CF | There's a large lump under the sheets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lump" 		
CF ] Bedroom Moves: 147 		
CF | 		
CF | > X LUMP 		
CF | 		
CF | Yaaah! It's a dead body! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x body" 		
CF ] Bedroom Moves: 148 		
CF | 		
CF | > X BODY 		
CF | 		
CF | Oh, my god. What a gruesome sight. It's a partially decomposed body. 		
CF | You guess it's the body of the mad scientist. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Bedroom Moves: 149 		
CF | 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search body" 		
CF ] Bedroom Moves: 150 		
CF | 		
CF | > SEARCH BODY 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		Knight_Otu says, "Yikes."
		Roger says, "haha let's hit all the moods"
DavidW says (to ClubFloyd), "look under bed" 		
CF ] Bedroom Moves: 151 		
CF | 		
CF | > LOOK UNDER BED 		
CF | 		
CF | The smell is too strong. You decide to keep your distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x keypad" 		
CF ] Bedroom Moves: 152 		
CF | 		
CF | > X KEYPAD 		
CF | 		
CF | The buttons on the keypad are laid out as follows: 		
CF | A Z Q E 		
CF | M L O X 		
CF | H F G B 		
CF | W C V U 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Bedroom Moves: 153 		
CF | 		
CF | > LOOK 		
CF | 		
CF | 		
CF | Bedroom 		
CF | You're in a bedroom with an exit to the west and a window to the 		
CF | south. Interestingly, there's a keypad and a coded message scrawled on 		
CF | the northern wall. 		
CF | 		
CF | You can see a bed (on which are a dead body and some sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Bend in Hallway Moves: 154 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Bend in Hallway 		
CF | You're at a bend in the hallway. It goes south to a junction and east 		
CF | to another room, where you detect a putrid smell. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Junction of Hallways Moves: 155 		
CF | 		
CF | > S 		
CF | 		
CF | The floor caved in. You won't be able to return the same way. 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north, but you 		
CF | can't go that way because of the giant hole in the floor where it 		
CF | collapsed. There's also an exit to the south. 		
CF | 		
CF | > 		DavidW says, "The last part of the crytogram is READ THIS MESSAGE WITH MY SPECTACLES."
		Roger says, "neat"
		DavidW says, "I think."
DavidW says (to ClubFloyd), "w" 		
CF ] Western End of Hallway Moves: 156 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Hallway Moves: 157 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | > 		Roger says, "seems as likely as anything else"
DavidW says (to ClubFloyd), "open wooden door" 		
CF ] Southern End of Hallway Moves: 158 		
CF | 		
CF | > OPEN WOODEN DOOR 		
CF | 		
CF | The wooden door seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Western End of Hallway Moves: 159 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Junction of Hallways Moves: 160 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north, but you 		
CF | can't go that way because of the giant hole in the floor where it 		
CF | collapsed. There's also an exit to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Eastern End of Hallway Moves: 161 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Eastern End of Hallway 		
CF | You're at the eastern end of a long hallway that continues to the 		
CF | west. Apart from the hallway itself, there are also exits to the north 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Guest Room Moves: 162 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Guest Room 		
CF | You're in a comfortable guest room. It appears to be unused. There's a 		
CF | window to the north. The exit is to the south. 		
CF | 		
CF | You can see a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern Ledge Moves: 163 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern Ledge 		
CF | You're standing precariously on a ledge outside the guest room. The 		
CF | window to the guest room is to your south. You can see another ledge a 		
CF | short distance to the north. 		
CF | 		
CF | You can see a red key here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Southern Ledge Moves: 164 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | (the red key) 		
CF | The key is located about three metres further along on the narrow 		
CF | ledge. You can't reach it from where you are and you dare not risk 		
CF | going any further along the slippery ledge in this rain. 		
CF | 		
CF | > 		MoyTravis asks, "'to get the iMpmt code, read this message with my spectacles'?"
DavidW says (to ClubFloyd), "take it with broom" 		
CF ] Southern Ledge Moves: 165 		
CF | 		
CF | > TAKE IT WITH BROOM 		
CF | 		
CF | You scrape the key towards you with the long-handled broom. It's now 		
CF | within reach. As you reach down to pick it up, the broom slips out of 		
CF | your grasp and falls to the ground far below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Southern Ledge Moves: 165 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | Which do you mean, the red key, the brass key or the car key? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "red" 		
CF ] Southern Ledge Moves: 166 		
CF | 		
CF | > RED 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		Roger says, "woo"
		Jacqueline says, "huh"
DavidW says (to ClubFloyd), "i" 		
CF ] Southern Ledge Moves: 167 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | a red key 		
CF | a banana 		
CF | a note 		
CF | a loose light switch 		
CF | a brass key 		
CF | a tyre lever 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | your car key 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Guest Room Moves: 168 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Guest Room 		
CF | You're in a comfortable guest room. It appears to be unused. There's a 		
CF | window to the north. The exit is to the south. 		
CF | 		
CF | You can see a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Eastern End of Hallway Moves: 169 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Eastern End of Hallway 		
CF | You're at the eastern end of a long hallway that continues to the 		
CF | west. Apart from the hallway itself, there are also exits to the north 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Junction of Hallways Moves: 170 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north, but you 		
CF | can't go that way because of the giant hole in the floor where it 		
CF | collapsed. There's also an exit to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Western End of Hallway Moves: 171 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Hallway Moves: 172 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock wooden door with red key" 		
CF ] Southern End of Hallway Moves: 173 		
CF | 		
CF | > UNLOCK WOODEN DOOR WITH RED KEY 		
CF | 		
CF | You unlock the wooden door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern End of Hallway Moves: 174 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the wooden door is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open wooden" 		
CF ] Southern End of Hallway Moves: 175 		
CF | 		
CF | > OPEN WOODEN 		
CF | 		
CF | You open the wooden door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Bottom of Stairs Moves: 176 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | > 		DavidW says, "I still haven't seen all of *this* floor."
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Hallway Moves: 177 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Middle of Long Hallway Moves: 178 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Kitchen Moves: 179 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You're in the kitchen. There's a sink beside the kitchen cupboard. The 		
CF | exit is to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in sink" 		
CF ] Kitchen Moves: 180 		
CF | 		
CF | > LOOK IN SINK 		
CF | 		
CF | The sink is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open cupboard" 		
CF ] Kitchen Moves: 181 		
CF | 		
CF | > OPEN CUPBOARD 		
CF | 		
CF | You open the cupboard, revealing some Jatz crackers. 		
CF | 		
CF | > 		Roger says, "I usually like terse games, but this is pushing my limits"
DavidW says (to ClubFloyd), "x jatz" 		
CF ] Kitchen Moves: 182 		
CF | 		
CF | > X JATZ 		
CF | 		
CF | It's a handful of Jatz crackers. 		
CF | 		
CF | > 		Roger says, "where fashion satz -- putting on the Jatz"
		Jacqueline says, "hee"
		DavidW says, "Until I find a sack or satchel or something, I'm not picking up more stuff."
DavidW says (to ClubFloyd), "w" 		
CF ] Middle of Long Hallway Moves: 183 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Long Hallway Moves: 184 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Northern End of Long Hallway Moves: 185 		
CF | 		
CF | > E 		
CF | 		
CF | A small ravenous monster that defies description emerges from that 		
CF | direction and blocks your path. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x monster" 		
CF ] Northern End of Long Hallway Moves: 186 		
CF | 		
CF | > X MONSTER 		
CF | 		
CF | It doesn't look very friendly. 		
CF | 		
CF | > 		Roger says, "perhaps it hungers for Jatz"
DavidW says (to ClubFloyd), "give banana to monster" 		
CF ] Northern End of Long Hallway Moves: 187 		
CF | 		
CF | > GIVE BANANA TO MONSTER 		
CF | 		
CF | The small ravenous monster that defies description just roars and 		
CF | drools all over the place. 		
CF | 		
CF | > 		Knight_Otu says, "Belatedly, UV spectacles, not my spectacles."
		DavidW says, "ah, thanks"
		Jacqueline says, "This... game..."
		MoyTravis says, "I'm immensely amused by the author just going "it's a monster. what's it look like? idk. look the point is to have an obstacle.""
		DavidW says, "So, TO GET THE INPUT CODE, READ THIS MESSAGE WITH UV SPECTACLES."
		DavidW asks, "Should I try getting the crackers?"
DavidW says (to ClubFloyd), "s" 		
CF ] Middle of Long Hallway Moves: 188 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Kitchen Moves: 189 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You're in the kitchen. There's a sink beside the kitchen cupboard. The 		
CF | exit is to the west. 		
CF | 		
CF | In the cupboard are some Jatz crackers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop red key" 		
CF ] Kitchen Moves: 190 		
CF | 		
CF | > DROP RED KEY 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "take crackers" 		
CF ] Kitchen Moves: 191 		
CF | 		
CF | > TAKE CRACKERS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Middle of Long Hallway Moves: 192 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Long Hallway Moves: 193 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | You can see a small ravenous monster that defies description here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give jatz to monster" 		
CF ] Northern End of Long Hallway Moves: 194 		
CF | 		
CF | > GIVE JATZ TO MONSTER 		
CF | 		
CF | The small ravenous monster that defies description just roars and 		
CF | drools all over the place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit monster" 		
CF ] Northern End of Long Hallway Moves: 195 		
CF | 		
CF | > HIT MONSTER 		
CF | 		
CF | You can't break that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat monster" 		
CF ] Northern End of Long Hallway Moves: 195 		
CF | 		
CF | > EAT MONSTER 		
CF | 		
CF | You aren't holding that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take monster" 		
CF ] Northern End of Long Hallway Moves: 196 		
CF | 		
CF | > TAKE MONSTER 		
CF | 		
CF | I think it's more likely that the small ravenous monster that defies 		
CF | description will take you, rather than you take it. 		
CF | 		
CF | > 		DavidW says, "I wouldn't know without a DESCRIPTION."
DavidW says (to ClubFloyd), "erase monster" 		
CF ] Northern End of Long Hallway Moves: 196 		
CF | 		
CF | > ERASE MONSTER 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Roger says, "just a monster with two character traits and a dream, trying to make it in the big city"
DavidW says (to ClubFloyd), "n" 		
CF ] Entry Foyer Moves: 197 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Entry Foyer 		
CF | You're in an entry foyer. The front door is to the north and there are 		
CF | exits on the other three sides. 		
CF | 		
CF | > 		DavidW asks, "okay, I guess that was all of this floor?"
		DavidW asks, "Upstairs next?"
		DavidW asks, "Or get the bowl?"
DavidW says (to ClubFloyd), "w" 		
CF ] Scientist's Study Moves: 198 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Scientist's Study 		
CF | This room is somewhat dark and stuffy. The only exit is to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Entry Foyer Moves: 197 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Entry Foyer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Northern End of Long Hallway Moves: 198 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | You can see a small ravenous monster that defies description here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] North End of Dining Hall Moves: 199 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | North End of Dining Hall 		
CF | You're at the northern end of a formal dining hall. There's a 		
CF | sideboard against the western wall and an exit to the east. The hall 		
CF | continues to the south. 		
CF | 		
CF | On the sideboard is a fruit bowl. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bowl" 		
CF ] North End of Dining Hall Moves: 200 		
CF | 		
CF | > TAKE BOWL 		
CF | 		
CF | It's quite heavy. You can't see any point of lugging that around with 		
CF | you. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we can try if the bowl helps carr... darnit."
DavidW says (to ClubFloyd), "e" 		
CF ] Northern End of Long Hallway Moves: 201 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | You can see a small ravenous monster that defies description here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tell monster about rain" 		
CF ] Northern End of Long Hallway Moves: 202 		
CF | 		
CF | > TELL MONSTER ABOUT RAIN 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tell monster about caviar" 		
CF ] Northern End of Long Hallway Moves: 203 		
CF | 		
CF | > TELL MONSTER ABOUT CAVIAR 		
CF | 		
CF | This provokes no reaction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet monster" 		
CF ] Northern End of Long Hallway Moves: 204 		
CF | 		
CF | > PET MONSTER 		
CF | 		
CF | As you reach out to the small ravenous monster that defies 		
CF | description, it snaps at your hand. You withdraw it just in time. 		
CF | 		
CF | > 		Roger says, "I predict a small aerosol can of monster repellant"
		DavidW says, "Shame we can't feed him a dead body."
DavidW says (to ClubFloyd), "s" 		
CF ] Middle of Long Hallway Moves: 205 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern End of Hallway Moves: 206 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Bottom of Stairs Moves: 207 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | > 		Roger asks, "hmmm maybe we can push the gurney?"
		DavidW asks, "there was a gurney?"
		Roger says, "was it just on the floor? I can't remember"
		DavidW says, "It was on the bed."
		Roger says, "oh"
DavidW says (to ClubFloyd), "u" 		
CF ] Landing at Top of Stairs Moves: 208 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Wide Hall Moves: 209 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | > 		Jacqueline says, "So you're thinking that instead of a dead possum to befriend the dog, it'll be a dead human to befriend a monster? I can see how we've been trained to think this way. Thanks, games."
		DavidW says, "Deck the game with halls and hallways"
DavidW says (to ClubFloyd), "w" 		
CF ] Upstairs Bathroom Moves: 210 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Upstairs Bathroom 		
CF | You're in the upstairs bathroom. It's furnished in glorious pink. 		
CF | There's a vanity unit with a small basin mounted against the west wall 		
CF | and a mirror mounted above it. The exits are to the north and east. 		
CF | 		
CF | > 		Roger says, "looks not-too-onerous to map, at least"
DavidW says (to ClubFloyd), "open vanity" 		
CF ] Upstairs Bathroom Moves: 211 		
CF | 		
CF | > OPEN VANITY 		
CF | 		
CF | You open the vanity unit, revealing a pink jiffy box. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open box" 		
CF ] Upstairs Bathroom Moves: 212 		
CF | 		
CF | > OPEN BOX 		
CF | 		
CF | It's not that sort of box. It's used to hold all the components when 		
CF | assembling electronic gadgets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take box" 		
CF ] Upstairs Bathroom Moves: 213 		
CF | 		
CF | > TAKE BOX 		
CF | 		
CF | You're carrying too many things already. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Upstairs Bathroom Moves: 214 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | some Jatz crackers 		
CF | a banana 		
CF | a note 		
CF | a loose light switch 		
CF | a brass key 		
CF | a tyre lever 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | your car key 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put switch in box" 		
CF ] Upstairs Bathroom Moves: 215 		
CF | 		
CF | > PUT SWITCH IN BOX 		
CF | 		
CF | The pink jiffy box can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put switch on box" 		
CF ] Upstairs Bathroom Moves: 216 		
CF | 		
CF | > PUT SWITCH ON BOX 		
CF | 		
CF | Putting things on the pink jiffy box would achieve nothing. 		
CF | 		
CF | > 		DavidW says, "I am confused."
		Knight_Otu says, "And not a carryall in sight."
		DavidW says, "Maybe there was one in the backseat of our car."
		Roger asks, "does the raincoat have pockets?"
DavidW says (to ClubFloyd), "x basin" 		
CF ] Upstairs Bathroom Moves: 217 		
CF | 		
CF | > X BASIN 		
CF | 		
CF | It's a small porcelain basin mounted on top of the vanity unit. The 		
CF | small basin is empty. 		
CF | 		
CF | > 		DavidW says, "NO"
		Roger says, "OKAY SORRY I GOT HERE LATE"
		DavidW says, "We checked that."
		Roger says, "thanks"
		Roger says, "I guess the box is already full of electronic stuff, maybe"
		Jacqueline says (to Roger), "You were right to think that's reasonable, but NO."
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Upstairs Bathroom Moves: 218 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | Someone has scrawled a message on the mirror. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read message" 		
CF ] Upstairs Bathroom Moves: 219 		
CF | 		
CF | > READ MESSAGE 		
CF | 		
CF | It says, 'RUTH WAS HERE'. You wonder what that could mean. 		
CF | 		
CF | > 		MoyTravis says, "The meaning seems self-evident, really."
		Jacqueline says, "heh"
		MoyTravis says, "Unless you use the same code from the other message and that turns it into something else."
		Jacqueline asks, "I'm guessing a person ... named ... Ruth ... maybe she was here at some point?"
		DavidW says, "She probably got locked in here too and she murdered the scientist before we could."
		Knight_Otu says, "Well, Ruth may have been here, but I guess now she's not, making this mansion ruthless."
		Roger says, "ERE, HSAW HTUR"
		Roger says, "not a very good mirror message"
DavidW says (to ClubFloyd), "e" 		
CF ] Southern End of Wide Hall Moves: 220 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 221 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a lounge and a coffee table (on which are some UV glasses) 		
CF | here. 		
CF | 		
CF | > 		Roger says, "well well well"
		DavidW says, "We may need to just make a pile of stuff somewhere."
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Wide Hall Moves: 222 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Top of Stairs Moves: 223 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Landing at Bottom of Stairs Moves: 224 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Hallway Moves: 225 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | > 		Jacqueline asks, "Well, presumably we can wear the glasses and not have them as part of our inventory limit? Maybe?"
DavidW says (to ClubFloyd), "i" 		
CF ] Southern End of Hallway Moves: 226 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | some Jatz crackers 		
CF | a banana 		
CF | a note 		
CF | a loose light switch 		
CF | a brass key 		
CF | a tyre lever 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | your car key 		
CF | 		
CF | > 		MoyTravis says, "'iUgs dAh sviv' not a coded message"
DavidW says (to ClubFloyd), "drop all but coat and torch" 		
CF ] Southern End of Hallway Moves: 227 		
CF | 		
CF | > DROP ALL BUT COAT AND TORCH 		
CF | 		
CF | Jatz crackers: Dropped. 		
CF | banana: Dropped. 		
CF | note: Dropped. 		
CF | loose light switch: Dropped. 		
CF | brass key: Dropped. 		
CF | tyre lever: Dropped. 		
CF | car key: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Bottom of Stairs Moves: 228 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing at Top of Stairs Moves: 229 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Wide Hall Moves: 230 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Upstairs Bathroom Moves: 231 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Upstairs Bathroom 		
CF | You're in the upstairs bathroom. It's furnished in glorious pink. 		
CF | There's a vanity unit with a small basin mounted against the west wall 		
CF | and a mirror mounted above it. The exits are to the north and east. 		
CF | 		
CF | In the vanity unit is a pink jiffy box. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take box" 		
CF ] Upstairs Bathroom Moves: 232 		
CF | 		
CF | > TAKE BOX 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southern End of Wide Hall Moves: 233 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 234 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a lounge and a coffee table (on which are some UV glasses) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take glasses" 		
CF ] Lounge Room Moves: 235 		
CF | 		
CF | > TAKE GLASSES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lounge" 		
CF ] Lounge Room Moves: 236 		
CF | 		
CF | > X LOUNGE 		
CF | 		
CF | This is a plush lounge with seating for four people. There is nothing 		
CF | on the lounge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on it" 		
CF ] Lounge Room Moves: 237 		
CF | 		
CF | > SIT ON IT 		
CF | 		
CF | You get onto the lounge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Lounge Room Moves: 238 		
CF | 		
CF | > STAND 		
CF | 		
CF | You get off the lounge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under i" 		
CF ] Lounge Room Moves: 238 		
CF | 		
CF | > LOOK UNDER I 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under it" 		
CF ] Lounge Room Moves: 239 		
CF | 		
CF | > LOOK UNDER IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Lounge Room Moves: 240 		
CF | 		
CF | > LOOK 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x table" 		
CF ] Lounge Room Moves: 241 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | It's a low, stained-wood coffee table with some elaborately carved 		
CF | legs. There is nothing on the coffee table. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] West End of Short Hall Moves: 242 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] West End of Short Hall Moves: 243 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the louvred door is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open louvred" 		
CF ] West End of Short Hall Moves: 244 		
CF | 		
CF | > OPEN LOUVRED 		
CF | 		
CF | You open the louvred door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Linen Closet Moves: 245 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Linen Closet 		
CF | You're in a linen closet. There's a louvred door to the north. 		
CF | 		
CF | You can see some satin sheets here. 		
CF | 		
CF | > 		DavidW says, "That's three sheets."
		Roger says, "can't describe a monster, but all over sheetrs"
DavidW says (to ClubFloyd), "x sheets" 		
CF ] Linen Closet Moves: 246 		
CF | 		
CF | > X SHEETS 		
CF | 		
CF | Ooh, silky smooth. It's a pity about the moth holes, though. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sheets" 		
CF ] Linen Closet Moves: 247 		
CF | 		
CF | > TAKE SHEETS 		
CF | 		
CF | You find a three-volt LED hidden under the sheets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take led" 		
CF ] Linen Closet Moves: 248 		
CF | 		
CF | > TAKE LED 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "Moth holes? That's sheety."
DavidW says (to ClubFloyd), "n" 		
CF ] West End of Short Hall Moves: 249 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Short Hall Moves: 250 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a goat here. 		
CF | 		
CF | > 		Roger asks, "maybe a UV emitter?"
		Knight_Otu says, "A goat. Just randomly there."
DavidW says (to ClubFloyd), "x goat" 		
CF ] East End of Short Hall Moves: 251 		
CF | 		
CF | > X GOAT 		
CF | 		
CF | What the hell is a goat doing in a mansion? It must be seeking shelter 		
CF | from the acid rain. It certainly doesn't look very friendly. Maybe 		
CF | it's hungry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet goat" 		
CF ] East End of Short Hall Moves: 252 		
CF | 		
CF | > PET GOAT 		
CF | 		
CF | You reach out to pet the goat and it bites you. Youch! You'd better 		
CF | not try that again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] East End of Short Hall Moves: 253 		
CF | 		
CF | > N 		
CF | 		
CF | The goat won't let you pass. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] West End of Short Hall Moves: 254 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] West End of Short Hall Moves: 255 		
CF | 		
CF | > N 		
CF | 		
CF | You can't, since the plain door is in the way. 		
CF | 		
CF | Your torch is getting dim. You'd better turn it off or replace the 		
CF | batteries pretty soon. 		
CF | 		
CF | > 		Roger says, "a very old-school game would make this goat just happily eat anything you gave it"
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 256 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		Knight_Otu says, "As we found out in an old-school game."
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Moves: 257 		
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), "d" 		
CF ] Darkness Moves: 258 		
CF | 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 259 		
CF | 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Moves: 260 		
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), "s" 		
CF ] Darkness Moves: 261 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Darkness Moves: 262 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 263 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 264 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 265 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		Knight_Otu asks, "Oh, man, battery life matters, too?"
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 266 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 267 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 268 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Bathroom Moves: 269 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Bathroom 		
CF | You're in the ground floor bathroom. There's a small basin sitting 		
CF | atop a vanity unit and a mirror mounted above it. The exit is to the 		
CF | north. 		
CF | 		
CF | In the vanity unit are two D-cell batteries. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take batteries" 		
CF ] Bathroom Moves: 270 		
CF | 		
CF | > TAKE BATTERIES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "At least there seem to be no grues."
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 271 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 272 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Guest Room Moves: 273 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Guest Room 		
CF | You're in a comfortable guest room. It appears to be unused. There's a 		
CF | window to the north. The exit is to the south. 		
CF | 		
CF | You can see a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern Ledge Moves: 274 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern Ledge 		
CF | You're standing precariously on a ledge outside the guest room. The 		
CF | window to the guest room is to your south. You can see another ledge a 		
CF | short distance to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump" 		
CF ] Ledge Moves: 275 		
CF | 		
CF | > JUMP 		
CF | 		
CF | You just make it to the northern ledge. 		
CF | 		
CF | Ledge 		
CF | You're standing on a short ledge beside a window on the south side of 		
CF | the building. This part of the building goes west for a short 		
CF | distance, then south and east. You can see another ledge a short 		
CF | distance to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Bedroom Moves: 276 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Bedroom 		
CF | You're in a bedroom with an exit to the west and a window to the 		
CF | south. Interestingly, there's a keypad and a coded message scrawled on 		
CF | the northern wall. 		
CF | 		
CF | You can see a bed (on which are a dead body and some sheets) here. 		
CF | 		
CF | > 		Roger says, "hmmm I would guess box+batteries+led (I think the box messages were just misleading)"
DavidW says (to ClubFloyd), "wear glasses" 		
CF ] Bedroom Moves: 277 		
CF | 		
CF | > WEAR GLASSES 		
CF | 		
CF | Everything takes on a purplish hue. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read message" 		
CF ] Bedroom Moves: 278 		
CF | 		
CF | > READ MESSAGE 		
CF | 		
CF | When you're wearing the UV glasses, most of the letters are invisible. 		
CF | However, three of them stand out clearly. Ignoring the spaces, they 		
CF | read, 'VZX'. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove glasses" 		
CF ] Bedroom Moves: 279 		
CF | 		
CF | > REMOVE GLASSES 		
CF | 		
CF | That's better. Everything returns to normal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "type vzx" 		
CF ] Bedroom Moves: 280 		
CF | 		
CF | > TYPE VZX 		
CF | 		
CF | (on the keypad) 		
CF | You type "vzx". 		
CF | 		
CF | A panel slides open, revealing a hidden room to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 281 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Secret Room Moves: 282 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Secret Room 		
CF | You're in a secret room. The walls are covered in various notes, 		
CF | photos of animals, electronic schematics and mathematical equations. 		
CF | The only exit is through the secret door to the south. 		
CF | 		
CF | You can see a journal and a laser power module here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all" 		
CF ] Secret Room Moves: 283 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | journal: Taken. 		
CF | laser power module: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 284 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Bedroom Moves: 285 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bedroom 		
CF | You're in a bedroom with an exit to the west and a window to the 		
CF | south. Interestingly, there's a keypad and a coded message scrawled on 		
CF | the northern wall. Beside the keypad, a secret door has opened to 		
CF | reveal an exit to the north. 		
CF | 		
CF | You can see a bed (on which are a dead body and some sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read journal" 		
CF ] Bedroom Moves: 286 		
CF | 		
CF | > READ JOURNAL 		
CF | 		
CF | The hand-written title is, 'On the Electronic Control of Creatures, 		
CF | Great and Small'. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Bedroom Moves: 287 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | You open the journal to see what's inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read it" 		
CF ] Bedroom Moves: 288 		
CF | 		
CF | > READ IT 		
CF | 		
CF | It appears that the mad scientist had been experimenting on animals to 		
CF | turn them into robotic creatures that he could control. That would 		
CF | explain the weird combination of animals and electronics in this 		
CF | mansion. Who knows what his ulterior motive may have been? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Bedroom Moves: 289 		
CF | 		
CF | > G 		
CF | 		
CF | It appears that the mad scientist had been experimenting on animals to 		
CF | turn them into robotic creatures that he could control. That would 		
CF | explain the weird combination of animals and electronics in this 		
CF | mansion. Who knows what his ulterior motive may have been? 		
CF | 		
CF | > 		Roger says, "Certainly not I, the author."
		Knight_Otu says, "Control people, I would guess."
DavidW says (to ClubFloyd), "x module" 		
CF ] Bedroom Moves: 290 		
CF | 		
CF | > X MODULE 		
CF | 		
CF | It's a laser power module. It would make a good power supply for the 		
CF | electronic door opener. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 291 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Secret Room Moves: 292 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Secret Room 		
CF | You're in a secret room. The walls are covered in various notes, 		
CF | photos of animals, electronic schematics and mathematical equations. 		
CF | The only exit is through the secret door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x notes" 		
CF ] Secret Room Moves: 293 		
CF | 		
CF | > X NOTES 		
CF | 		
CF | You don't understand any of it. It's some field of science that's 		
CF | unfamiliar to you, possibly biomechanics. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x photos" 		
CF ] Secret Room Moves: 294 		
CF | 		
CF | > X PHOTOS 		
CF | 		
CF | You don't understand any of it. It's some field of science that's 		
CF | unfamiliar to you, possibly biomechanics. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Secret Room Moves: 293 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Secret Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 294 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Bedroom Moves: 295 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bedroom 		
CF | You're in a bedroom with an exit to the west and a window to the 		
CF | south. Interestingly, there's a keypad and a coded message scrawled on 		
CF | the northern wall. Beside the keypad, a secret door has opened to 		
CF | reveal an exit to the north. 		
CF | 		
CF | You can see a bed (on which are a dead body and some sheets) here. 		
CF | 		
CF | > 		Roger asks, "maybe check that stuff out with the UV specs?"
		DavidW asks, "Didn't I already do that?"
		DavidW says, "Specify 'stuff'"
		Roger says, "I mean the notes and photos and stuff from inside the secret room"
DavidW says (to ClubFloyd), "wear specs" 		
CF ] Bedroom Moves: 295 		
CF | 		
CF | > WEAR SPECS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear glasses" 		
CF ] Bedroom Moves: 296 		
CF | 		
CF | > WEAR GLASSES 		
CF | 		
CF | Everything takes on a purplish hue. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 297 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Secret Room Moves: 298 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Secret Room 		
CF | You're in a secret room. The walls are covered in various notes, 		
CF | photos of animals, electronic schematics and mathematical equations. 		
CF | The only exit is through the secret door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x notes" 		
CF ] Secret Room Moves: 299 		
CF | 		
CF | > X NOTES 		
CF | 		
CF | You don't understand any of it. It's some field of science that's 		
CF | unfamiliar to you, possibly biomechanics. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read journal" 		
CF ] Secret Room Moves: 300 		
CF | 		
CF | > READ JOURNAL 		
CF | 		
CF | It appears that the mad scientist had been experimenting on animals to 		
CF | turn them into robotic creatures that he could control. That would 		
CF | explain the weird combination of animals and electronics in this 		
CF | mansion. Who knows what his ulterior motive may have been? 		
CF | 		
CF | > 		Roger exclaims, "okay thanks!"
		DavidW says, "I suspect the UV glasses are a one-use item, but I suppose they might not be."
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 301 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Bedroom Moves: 302 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bedroom 		
CF | You're in a bedroom with an exit to the west and a window to the 		
CF | south. Interestingly, there's a keypad and a coded message scrawled on 		
CF | the northern wall. Beside the keypad, a secret door has opened to 		
CF | reveal an exit to the north. 		
CF | 		
CF | You can see a bed (on which are a dead body and some sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Bend in Hallway Moves: 303 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Bend in Hallway 		
CF | You're at a bend in the hallway. It goes south to a junction, but you 		
CF | can't go that way because of the giant hole where the floor collapsed. 		
CF | However, you can go east to another room, where you detect a putrid 		
CF | smell. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Bedroom Moves: 304 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Bedroom 		
CF | You're in a bedroom with an exit to the west and a window to the 		
CF | south. Interestingly, there's a keypad and a coded message scrawled on 		
CF | the northern wall. Beside the keypad, a secret door has opened to 		
CF | reveal an exit to the north. 		
CF | 		
CF | You can see a bed (on which are a dead body and some sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Ledge Moves: 305 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Ledge 		
CF | You're standing on a short ledge beside a window on the south side of 		
CF | the building. This part of the building goes west for a short 		
CF | distance, then south and east. You can see another ledge a short 		
CF | distance to the south. 		
CF | 		
CF | > 		Knight_Otu says, "I also suspect them to be one-use."
DavidW says (to ClubFloyd), "jump" 		
CF ] Southern Ledge Moves: 306 		
CF | 		
CF | > JUMP 		
CF | 		
CF | You just make it to the southern ledge. 		
CF | 		
CF | Southern Ledge 		
CF | You're standing precariously on a ledge outside the guest room. The 		
CF | window to the guest room is to your south. You can see another ledge a 		
CF | short distance to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Guest Room Moves: 307 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Guest Room 		
CF | You're in a comfortable guest room. It appears to be unused. There's a 		
CF | window to the north. The exit is to the south. 		
CF | 		
CF | You can see a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sheets" 		
CF ] Guest Room Moves: 308 		
CF | 		
CF | > TAKE SHEETS 		
CF | 		
CF | (the clean sheets from the bed) 		
CF | The clean sheets are fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 309 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Moves: 310 		
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), "w" 		
CF ] Darkness Moves: 311 		
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), "w" 		
CF ] Darkness Moves: 312 		
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), "w" 		
CF ] Darkness Moves: 313 		
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), "turn on torch" 		
CF ] South Dining Hall Moves: 314 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Your torch is getting very faint. I reckon it will only last for 		
CF | another ten moves or so. 		
CF | 		
CF | South Dining Hall 		
CF | You're at the southern end of a long dining hall. It continues to the 		
CF | north or you can leave to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southern End of Hallway Moves: 315 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see your car key, a tyre lever, a brass key, a loose light 		
CF | switch, a note, a banana and some Jatz crackers here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take crackers" 		
CF ] Southern End of Hallway Moves: 316 		
CF | 		
CF | > TAKE CRACKERS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 317 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 318 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 319 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 320 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 321 		
CF | 		
CF | > N 		
CF | 		
CF | You can't, since the large oak door is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 322 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 323 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 324 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 325 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 326 		
CF | 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Darkness Moves: 327 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 328 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 329 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 330 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 331 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 332 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] East End of Short Hall Moves: 333 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a goat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give crackers to goat" 		
CF ] East End of Short Hall Moves: 334 		
CF | 		
CF | > GIVE CRACKERS TO GOAT 		
CF | 		
CF | Goats are known to eat almost anything, but this one must be fussier 		
CF | than most, as it rejects the Jatz crackers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 335 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Moves: 336 		
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), "w" 		
CF ] Darkness Moves: 337 		
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), "w" 		
CF ] Darkness Moves: 338 		
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), "s" 		
CF ] Darkness Moves: 339 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Darkness Moves: 340 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 341 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop crackers" 		
CF ] Darkness Moves: 342 		
CF | 		
CF | > DROP CRACKERS 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Southern End of Hallway Moves: 343 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see some Jatz crackers, your car key, a tyre lever, a brass 		
CF | key, a loose light switch, a note and a banana here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take banana" 		
CF ] Southern End of Hallway Moves: 344 		
CF | 		
CF | > TAKE BANANA 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 345 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 346 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Darkness Moves: 347 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 348 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 349 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 350 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Moves: 351 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] East End of Short Hall Moves: 352 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a goat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give banana to goat" 		
CF ] East End of Short Hall Moves: 353 		
CF | 		
CF | > GIVE BANANA TO GOAT 		
CF | 		
CF | Goats are known to eat almost anything, but this one must be fussier 		
CF | than most, as it rejects the banana. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkness Moves: 354 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Moves: 355 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		Roger says, "sigh why make it a goat then"
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Moves: 356 		
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), "w" 		
CF ] Darkness Moves: 357 		
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), "s" 		
CF ] Darkness Moves: 358 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Darkness Moves: 359 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 360 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop banana" 		
CF ] Darkness Moves: 361 		
CF | 		
CF | > DROP BANANA 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Darkness Moves: 362 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Darkness Moves: 363 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 364 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkness Moves: 365 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Middle of Wide Hall Moves: 366 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Darkness Moves: 367 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | It looks to be well and truly sealed. The key to that door was 		
CF | probably lost years ago. It makes you wonder what must be on the other 		
CF | side. 		
CF | 		
CF | Your torch has just gone out. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put batteries in torch" 		
CF ] Middle of Wide Hall Moves: 368 		
CF | 		
CF | > PUT BATTERIES IN TORCH 		
CF | 		
CF | You remove the old batteries and throw them away, then insert the new 		
CF | ones. 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kick door" 		
CF ] Middle of Wide Hall Moves: 368 		
CF | 		
CF | > KICK DOOR 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit door" 		
CF ] Middle of Wide Hall Moves: 369 		
CF | 		
CF | > HIT DOOR 		
CF | 		
CF | You can't break that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Wide Hall Moves: 370 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Northern End of Wide Hall Moves: 371 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | It's a plain white door with no distinguishing features. It's 		
CF | currently closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Northern End of Wide Hall Moves: 372 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | The white door seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Balcony Moves: 373 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Balcony 		
CF | You're on a wide balcony that's well protected from the acid rain 		
CF | outside. The southern wall is covered by a trellis, broken only by the 		
CF | entry to the mansion. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		DavidW says, "okay, this might be the cracker eater."
DavidW says (to ClubFloyd), "x macaw" 		
CF ] Balcony Moves: 374 		
CF | 		
CF | > X MACAW 		
CF | 		
CF | It's a brightly-coloured blue and yellow macaw. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trellis" 		
CF ] Balcony Moves: 375 		
CF | 		
CF | > X TRELLIS 		
CF | 		
CF | A lattice-like trellis is mounted on the south wall of the balcony. 		
CF | Tropical vines are entwined in the lattice work. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Northern End of Wide Hall Moves: 376 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Middle of Wide Hall Moves: 377 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern End of Wide Hall Moves: 378 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Top of Stairs Moves: 379 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Landing at Bottom of Stairs Moves: 380 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Hallway Moves: 381 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a banana, some Jatz crackers, your car key, a tyre lever, 		
CF | a brass key, a loose light switch and a note here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take crackers" 		
CF ] Southern End of Hallway Moves: 382 		
CF | 		
CF | > TAKE CRACKERS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop glasses" 		
CF ] Southern End of Hallway Moves: 383 		
CF | 		
CF | > DROP GLASSES 		
CF | 		
CF | You will need to remove the UV glasses first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Southern End of Hallway Moves: 384 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | some Jatz crackers 		
CF | a laser power module 		
CF | a journal 		
CF | a three-volt LED 		
CF | some satin sheets 		
CF | some UV glasses (being worn) 		
CF | a pink jiffy box 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop all but crackers, torch, raincoat, glasses" 		
CF ] Southern End of Hallway Moves: 385 		
CF | 		
CF | > DROP ALL BUT CRACKERS, TORCH, RAINCOAT, GLASSES 		
CF | 		
CF | laser power module: Dropped. 		
CF | journal: Dropped. 		
CF | three-volt LED: Dropped. 		
CF | satin sheets: Dropped. 		
CF | pink jiffy box: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Bottom of Stairs Moves: 386 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing at Top of Stairs Moves: 387 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Wide Hall Moves: 388 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | > 		Roger says, "we are a knight in white satin, never reaching the end"
DavidW says (to ClubFloyd), "n" 		
CF ] Middle of Wide Hall Moves: 389 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Wide Hall Moves: 390 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Balcony Moves: 391 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Balcony 		
CF | You're on a wide balcony that's well protected from the acid rain 		
CF | outside. The southern wall is covered by a trellis, broken only by the 		
CF | entry to the mansion. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give crackers to macaw" 		
CF ] Balcony Moves: 392 		
CF | 		
CF | > GIVE CRACKERS TO MACAW 		
CF | 		
CF | "Squawk! Molly make friend. Molly follow you. Molly give hints." 		
CF | 		
CF | > 		Roger says, "we'll just see about that, bird"
DavidW says (to ClubFloyd), "climb trellis" 		
CF ] Balcony Moves: 393 		
CF | 		
CF | > CLIMB TRELLIS 		
CF | 		
CF | Climbing that would achieve little. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Balcony Moves: 394 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Knight_Otu says, "Thanks Molly, I guess."
DavidW says (to ClubFloyd), "ask molly about trellis" 		
CF ] Balcony Moves: 395 		
CF | 		
CF | > ASK MOLLY ABOUT TRELLIS 		
CF | 		
CF | "Squawk! Molly don't know." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask molly about goat" 		
CF ] Balcony Moves: 396 		
CF | 		
CF | > ASK MOLLY ABOUT GOAT 		
CF | 		
CF | "Squawk! Must be hungry by now." 		
CF | 		
CF | > 		Roger says, "maybe we can make Molly carry all our crap"
DavidW says (to ClubFloyd), "ask molly about monster" 		
CF ] Balcony Moves: 397 		
CF | 		
CF | > ASK MOLLY ABOUT MONSTER 		
CF | 		
CF | "Squawk! Molly don't know." 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		Jacqueline says (to Roger), "heh"
DavidW says (to ClubFloyd), "s" 		
CF ] Northern End of Wide Hall Moves: 398 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Small Closet Moves: 399 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Small Closet 		
CF | You're in a small closet. The exit is to the west. 		
CF | 		
CF | On the rack are some coats. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x coats" 		
CF ] Small Closet Moves: 400 		
CF | 		
CF | > X COATS 		
CF | 		
CF | The coats are badly moth-eaten. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search coats" 		
CF ] Small Closet Moves: 401 		
CF | 		
CF | > SEARCH COATS 		
CF | 		
CF | Moving the coats reveals an opening at the back of the closet. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Small Closet Moves: 402 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x opening" 		
CF ] Small Closet Moves: 403 		
CF | 		
CF | > X OPENING 		
CF | 		
CF | It's an opening into another room. 		
CF | 		
CF | > 		Knight_Otu asks, "Narnia?"
DavidW says (to ClubFloyd), "look" 		
CF ] Small Closet Moves: 404 		
CF | 		
CF | > LOOK 		
CF | 		
CF | 		
CF | Small Closet 		
CF | You're in a small closet. The exit is to the west. You can also see an 		
CF | opening behind the coats to the south. 		
CF | 		
CF | On the rack are some coats. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] TV Room Moves: 405 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | TV Room 		
CF | You're in the TV room. There's an exit to the west, but it's been 		
CF | sealed up for some reason. Now that the exit is sealed, the only other 		
CF | way out is the opening to the north. 		
CF | 		
CF | You can see a macaw, a TV set and a lounge chair (on which is a remote 		
CF | control unit) here. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take remote" 		
CF ] TV Room Moves: 406 		
CF | 		
CF | > TAKE REMOTE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tv set" 		
CF ] TV Room Moves: 407 		
CF | 		
CF | > X TV SET 		
CF | 		
CF | It's an old HMV cathode-ray tube analogue TV set. You haven't seen one 		
CF | of those for years. It's currently switched off. 		
CF | 		
CF | > 		Knight_Otu says, "This is a maniac's mansion all right."
DavidW says (to ClubFloyd), "turn it on" 		
CF ] TV Room Moves: 408 		
CF | 		
CF | > TURN IT ON 		
CF | 		
CF | You turn it on and try all the channels, but there's only static. 		
CF | You're not surprised. All broadcast signals are digital nowadays. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn it off" 		
CF ] TV Room Moves: 409 		
CF | 		
CF | > TURN IT OFF 		
CF | 		
CF | You turn it off and revel in the joy of a black screen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chair" 		
CF ] TV Room Moves: 410 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | It's an extremely worn, yet comfy-looking lounge chair. There is 		
CF | nothing on the lounge chair. 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open tv" 		
CF ] TV Room Moves: 411 		
CF | 		
CF | > OPEN TV 		
CF | 		
CF | The TV set is not something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Small Closet Moves: 412 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Small Closet 		
CF | You're in a small closet. The exit is to the west. You can also see an 		
CF | opening behind the coats to the south. 		
CF | 		
CF | On the rack are some coats. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern End of Wide Hall Moves: 413 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask molly about white door" 		
CF ] Northern End of Wide Hall Moves: 414 		
CF | 		
CF | > ASK MOLLY ABOUT WHITE DOOR 		
CF | 		
CF | "Squawk! Molly don't know." 		
CF | 		
CF | > 		DavidW asks, "Basement next?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "s" 		
CF ] Middle of Wide Hall Moves: 415 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern End of Wide Hall Moves: 416 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Top of Stairs Moves: 417 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Landing at Bottom of Stairs Moves: 418 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Hallway Moves: 419 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, a pink jiffy box, some satin sheets, a three-volt 		
CF | LED, a journal, a laser power module, a banana, your car key, a tyre 		
CF | lever, a brass key, a loose light switch and a note here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop remote" 		
CF ] Southern End of Hallway Moves: 420 		
CF | 		
CF | > DROP REMOTE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take banana" 		
CF ] Southern End of Hallway Moves: 421 		
CF | 		
CF | > TAKE BANANA 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read note" 		
CF ] Southern End of Hallway Moves: 422 		
CF | 		
CF | > READ NOTE 		
CF | 		
CF | 'Parts list for electronic door opener: 		
CF | 1. Switch 		
CF | 2. Control unit 		
CF | 3. Laser power module 		
CF | 4. Circuit board (EK0007A) 		
CF | 5. Wire 		
CF | 6. Piezoelectric transducer 		
CF | 7. Jiffy box (size 2) 		
CF | 8. 3-volt LED' 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take note" 		
CF ] Southern End of Hallway Moves: 423 		
CF | 		
CF | > TAKE NOTE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Western End of Hallway Moves: 424 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Access Hallway Moves: 425 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Your right to sleep past 7 a.m. is revoked." 		
CF | 		
CF | > 		Knight_Otu says, "You're not the boss of us, Molly."
		DavidW says, "She's probably mimicking the scientist."
		Jacqueline says, "It's like when a new IFMUD user discovers Alex in the Lounge."
DavidW says (to ClubFloyd), "s" 		
CF ] Electronic Workshop Moves: 426 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Electronic Workshop 		
CF | You're in an electronic workshop scattered with discarded electronic 		
CF | components. The exit is to the north, but there's also a door to the 		
CF | east. An L-shaped workbench is mounted against the other walls to the 		
CF | south and west. 		
CF | 		
CF | On the workbench is a soldering iron surrounded by electronic 		
CF | components. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take iron" 		
CF ] Electronic Workshop Moves: 427 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | It's bolted down. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		Jacqueline asks, "So, we're sort of focusing on making an electric door opener to escape... to our car which still has a dead battery?"
		DavidW says, "yes"
		Jacqueline says, "Such fun."
		Knight_Otu says, "Well, ideally we'll find a new battery in this mad electrician's mansion."
		DavidW says, "The soldering iron is bolted down, so I guess we have to bring everything here."
		Roger says, "gonna ride that goat right outta here"
DavidW says (to ClubFloyd), "x components" 		
CF ] Electronic Workshop Moves: 428 		
CF | 		
CF | > X COMPONENTS 		
CF | 		
CF | You scavenge through the components and decide that it's mostly junk. 		
CF | Hang about, there's a circuit board that may be useful. 		
CF | 		
CF | > 		Jacqueline says, "Ride the goat off into the acid rain to a Prince parody."
		Roger says, "yeah my guess is that it's safe to leave the various components on the workbench until we have them all"
		Knight_Otu says, "The acid rain may not be good for the goat."
DavidW says (to ClubFloyd), "e" 		
CF ] Electronic Workshop Moves: 429 		
CF | 		
CF | > E 		
CF | 		
CF | You can't, since the workshop door is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Electronic Workshop Moves: 430 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | The workshop door seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Access Hallway Moves: 431 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Storage Area Moves: 432 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Storage Area 		
CF | You're in a small storage area for the laboratory. Shelves line all 		
CF | the walls, except for the exit to the west. 		
CF | 		
CF | On the shelves is a coil of wire. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		Roger says, "there's some underlying trope to people taking 'acid rain' far too melodramatically, but that's for another time"
DavidW says (to ClubFloyd), "take coil" 		
CF ] Storage Area Moves: 433 		
CF | 		
CF | > TAKE COIL 		
CF | 		
CF | Taken. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Access Hallway Moves: 434 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Laboratory Moves: 435 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Laboratory 		
CF | You're in a mad scientist's laboratory. Of the room's weird contents, 		
CF | the gorilla's cage looks the worst. The only exit is to the east. 		
CF | 		
CF | You can see a macaw, a steel cage (which is closed) (in which is a 		
CF | white key) and a huge gorilla here. 		
CF | 		
CF | > 		Knight_Otu says, "Gorilla."
		Knight_Otu asks, "Not locked up, but the key is?"
		DavidW asks, "yessss?"
DavidW says (to ClubFloyd), "x gorilla" 		
CF ] Laboratory Moves: 436 		
CF | 		
CF | > X GORILLA 		
CF | 		
CF | He doesn't look very friendly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give banana to gorilla" 		
CF ] Laboratory Moves: 437 		
CF | 		
CF | > GIVE BANANA TO GORILLA 		
CF | 		
CF | He peels the banana, drops the skin on the floor and sits in a corner 		
CF | to eat it. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take skin" 		
CF ] Laboratory Moves: 438 		
CF | 		
CF | > TAKE SKIN 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open cage" 		
CF ] Laboratory Moves: 439 		
CF | 		
CF | > OPEN CAGE 		
CF | 		
CF | You open the steel cage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take white key" 		
CF ] Laboratory Moves: 440 		
CF | 		
CF | > TAKE WHITE KEY 		
CF | 		
CF | You gingerly reach into the cage and pick up the white key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask gorilla about molly" 		
CF ] Laboratory Moves: 441 		
CF | 		
CF | > ASK GORILLA ABOUT MOLLY 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		Knight_Otu says, "We're nearing the limit for Jacq, I think."
		DavidW says, "oh, okay."
		Jacqueline says, "We... are."
		Jacqueline says, "But I'm okay with you all playing on."
		Jacqueline says, "I'm not too riveted by the plot here."
		DavidW says, "I'll quickly try to give the skin to the goat."
		Jacqueline says, "(Sorry, author!)"
DavidW says (to ClubFloyd), "e" 		
CF ] Access Hallway Moves: 442 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Western End of Hallway Moves: 443 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Junction of Hallways Moves: 444 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north, but you 		
CF | can't go that way because of the giant hole in the floor where it 		
CF | collapsed. There's also an exit to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Western End of Hallway Moves: 445 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Hallway Moves: 446 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, a remote control unit, a pink jiffy box, some 		
CF | satin sheets, a three-volt LED, a journal, a laser power module, your 		
CF | car key, a tyre lever, a brass key and a loose light switch here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Bottom of Stairs Moves: 447 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing at Top of Stairs Moves: 448 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Wide Hall Moves: 449 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 450 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] West End of Short Hall Moves: 451 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Short Hall Moves: 452 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a macaw and a goat here. 		
CF | 		
CF | "Squawk! I'm talking to an idiot." 		
CF | 		
CF | > 		Jacqueline says, "I totally earwormed myself."
DavidW says (to ClubFloyd), "give skin to goat" 		
CF ] East End of Short Hall Moves: 453 		
CF | 		
CF | > GIVE SKIN TO GOAT 		
CF | 		
CF | The goat gobbles down the banana peel. 		
CF | 		
CF | "Squawk! You'll never escape." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] East End of Short Hall Moves: 454 		
CF | 		
CF | > N 		
CF | 		
CF | The goat won't let you pass. 		
CF | 		
CF | "Squawk! Scientist mad." 		
CF | 		
CF | > 		Knight_Otu says, "Molly's getting ominous."
		Roger says, "dang it goat"
		Jacqueline asks, "Squawk! Remember that time you died in the rain?"
DavidW says (to ClubFloyd), "ask molly about ruth" 		
CF ] East End of Short Hall Moves: 455 		
CF | 		
CF | > ASK MOLLY ABOUT RUTH 		
CF | 		
CF | "Squawk! Molly don't know." 		
CF | 		
CF | "Squawk! I'm talking to an idiot." 		
CF | 		
CF | > 		Knight_Otu exclaims, "Squawk! I'm the real mad scientist here!"
DavidW says (to ClubFloyd), "w" 		
CF ] West End of Short Hall Moves: 456 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Lounge Room Moves: 457 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] West End of Short Hall Moves: 456 		
CF | 		
CF | > UNDO 		
CF | 		
CF | West End of Short Hall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] West End of Short Hall Moves: 457 		
CF | 		
CF | > N 		
CF | 		
CF | You can't, since the plain door is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Lounge Room Moves: 458 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Wide Hall Moves: 459 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Middle of Wide Hall Moves: 460 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Wide Hall Moves: 461 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock white door with white key" 		
CF ] Northern End of Wide Hall Moves: 462 		
CF | 		
CF | > UNLOCK WHITE DOOR WITH WHITE KEY 		
CF | 		
CF | You unlock the white door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop white key" 		
CF ] Northern End of Wide Hall Moves: 463 		
CF | 		
CF | > DROP WHITE KEY 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern End of Wide Hall Moves: 464 		
CF | 		
CF | > W 		
CF | 		
CF | You can't, since the white door is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Northern End of Wide Hall Moves: 465 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the white door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Storeroom Moves: 466 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Storeroom 		
CF | You're in a small storeroom for cleaning equipment. The exit is to the 		
CF | east. 		
CF | 		
CF | You can see a macaw and a piezoelectric transducer here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take transducer" 		
CF ] Storeroom Moves: 467 		
CF | 		
CF | > TAKE TRANSDUCER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] Storeroom Moves: 468 		
CF | 		
CF | > X IT 		
CF | 		
CF | It's a small ceramic disc with two wires attached. You know that it 		
CF | converts pressure to a direct current with a high impedance. It would 		
CF | make a good transducer for the electronic door opener. 		
CF | 		
CF | > 		DavidW says, "You can describe this, but not the monster."
		Knight_Otu says, "So it seems."
		DavidW says, "I haven't found a screwdriver yet."
		Roger says, "maybe it's behind the goat"
		DavidW says, "maybe"
		DavidW says, "The goat ate the banana peel but I'm not sure what other trash he might want."
DavidW says (to ClubFloyd), "e" 		
CF ] Northern End of Wide Hall Moves: 469 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | You can see a macaw and a white key here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Northern End of Wide Hall Moves: 470 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Middle of Wide Hall Moves: 471 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern End of Wide Hall Moves: 472 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 473 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] West End of Short Hall Moves: 474 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock plain door with white key" 		
CF ] West End of Short Hall Moves: 475 		
CF | 		
CF | > UNLOCK PLAIN DOOR WITH WHITE KEY 		
CF | 		
CF | The plain door doesn't seem to be something you can unlock. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open plain door" 		
CF ] West End of Short Hall Moves: 476 		
CF | 		
CF | > OPEN PLAIN DOOR 		
CF | 		
CF | You open the plain door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkroom Moves: 477 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkroom 		
CF | You recognise this as a darkroom from all the photographic equipment 		
CF | on the bench. This is a relic from the past. You thought everyone used 		
CF | digital cameras nowadays. The exit is to the south. 		
CF | 		
CF | You can see a macaw, a bench (on which are some photographic 		
CF | chemicals, some photographic tools, an enlarger and some undeveloped 		
CF | film) and a red lamp here. 		
CF | 		
CF | > 		Roger says, "this seems unlikely levels of cruelty even for this game, but in theory the goat could eat the old discarded torch batteries"
		Knight_Otu asks, "I think we discarded the old battery automatically?"
DavidW says (to ClubFloyd), "turn on lamp" 		
CF ] Darkroom Moves: 478 		
CF | 		
CF | > TURN ON LAMP 		
CF | 		
CF | You turn the lamp on and the room is filled with a red glow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off torch" 		
CF ] Darkroom Moves: 479 		
CF | 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn the torch off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close door" 		
CF ] Darkroom Moves: 480 		
CF | 		
CF | > CLOSE DOOR 		
CF | 		
CF | You close the plain door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x film" 		
CF ] Darkroom Moves: 481 		
CF | 		
CF | > X FILM 		
CF | 		
CF | It's a canister of undeveloped film. You wonder what's on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chemicals" 		
CF ] Darkroom Moves: 482 		
CF | 		
CF | > X CHEMICALS 		
CF | 		
CF | You recognise various photographic chemicals such as developer and 		
CF | fixer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tools" 		
CF ] Darkroom Moves: 483 		
CF | 		
CF | > X TOOLS 		
CF | 		
CF | You see developing trays, a pair of scissors, a thermometer and a 		
CF | timer. 		
CF | 		
CF | > 		Roger says (to Otu), "exactly, so we'd need to swap them out in the presence of the goat"
		Knight_Otu says, "Hm. That would be at least doubly cruel."
		Roger says, "this puzzle could be pretty complex, depending on what the author did"
DavidW says (to ClubFloyd), "x bench" 		
CF ] Darkroom Moves: 484 		
CF | 		
CF | > X BENCH 		
CF | 		
CF | It's a plain bench covered in the things you'd expect to find in any 		
CF | well-equipped darkroom. On the bench are some photographic chemicals, 		
CF | some photographic tools, an enlarger and some undeveloped film. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x enlarger" 		
CF ] Darkroom Moves: 485 		
CF | 		
CF | > X ENLARGER 		
CF | 		
CF | This is used to enlarge the images you can see on negatives. Just 		
CF | place the negative on the enlarger and, hey presto, the magnifying 		
CF | lens makes everything look larger. There is nothing on the enlarger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open film" 		
CF ] Darkroom Moves: 486 		
CF | 		
CF | > OPEN FILM 		
CF | 		
CF | The undeveloped film are not something you can open. 		
CF | 		
CF | > 		Roger says, "I've used all this stuff in real life so I might be able to walk us through a bit"
DavidW says (to ClubFloyd), "x film" 		
CF ] Darkroom Moves: 487 		
CF | 		
CF | > X FILM 		
CF | 		
CF | It's a canister of undeveloped film. You wonder what's on it. 		
CF | 		
CF | "Squawk! Hello." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put film on enlarger" 		
CF ] Darkroom Moves: 488 		
CF | 		
CF | > PUT FILM ON ENLARGER 		
CF | 		
CF | You need to be holding the undeveloped film before you can put them on 		
CF | top of something else. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take film" 		
CF ] Darkroom Moves: 489 		
CF | 		
CF | > TAKE FILM 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put film on enlarger" 		
CF ] Darkroom Moves: 490 		
CF | 		
CF | > PUT FILM ON ENLARGER 		
CF | 		
CF | The only thing you can place on the enlarger are negatives. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open canister" 		
CF ] Darkroom Moves: 491 		
CF | 		
CF | > OPEN CANISTER 		
CF | 		
CF | The undeveloped film are not something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "develop film" 		
CF ] Darkroom Moves: 492 		
CF | 		
CF | > DEVELOP FILM 		
CF | 		
CF | You use the chemicals to develop the film and place the developed 		
CF | negatives on the bench. 		
CF | 		
CF | > 		Knight_Otu says, "Well that was nice and easy."
DavidW says (to ClubFloyd), "x negatives" 		
CF ] Darkroom Moves: 493 		
CF | 		
CF | > X NEGATIVES 		
CF | 		
CF | None of the negatives look very interesting. They appear to be photos 		
CF | of animals, although one appears to have some printing on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put negatives on enlarger" 		
CF ] Darkroom Moves: 494 		
CF | 		
CF | > PUT NEGATIVES ON ENLARGER 		
CF | 		
CF | You need to be holding the developed negatives before you can put them 		
CF | on top of something else. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take negatives" 		
CF ] Darkroom Moves: 495 		
CF | 		
CF | > TAKE NEGATIVES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put negatives on enlarger" 		
CF ] Darkroom Moves: 496 		
CF | 		
CF | > PUT NEGATIVES ON ENLARGER 		
CF | 		
CF | You put the developed negatives on the enlarger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x enlarger" 		
CF ] Darkroom Moves: 497 		
CF | 		
CF | > X ENLARGER 		
CF | 		
CF | This is used to enlarge the images you can see on negatives. Just 		
CF | place the negative on the enlarger and, hey presto, the magnifying 		
CF | lens makes everything look larger. On the enlarger are some developed 		
CF | negatives. 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lens" 		
CF ] Darkroom Moves: 498 		
CF | 		
CF | > X LENS 		
CF | 		
CF | This is used to enlarge the images you can see on negatives. Just 		
CF | place the negative on the enlarger and, hey presto, the magnifying 		
CF | lens makes everything look larger. On the enlarger are some developed 		
CF | negatives. 		
CF | 		
CF | "Squawk! Hello." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enlarge images" 		
CF ] Darkroom Moves: 498 		
CF | 		
CF | > ENLARGE IMAGES 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Roger says, "maybe turn on enlarger"
DavidW says (to ClubFloyd), "look through lens" 		
CF ] Darkroom Moves: 499 		
CF | 		
CF | > LOOK THROUGH LENS 		
CF | 		
CF | On the enlarger are some developed negatives. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on enlarger" 		
CF ] Darkroom Moves: 500 		
CF | 		
CF | > TURN ON ENLARGER 		
CF | 		
CF | The enlarger is not something you can switch. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		Knight_Otu asks, "Maybe just X NEGATIVES again?"
DavidW says (to ClubFloyd), "examine negatives through lens" 		
CF ] Darkroom Moves: 500 		
CF | 		
CF | > EXAMINE NEGATIVES THROUGH LENS 		
CF | 		
CF | I only understood you as far as wanting to examine the developed 		
CF | negatives. 		
CF | 		
CF | > 		Roger says, "hrm. Maybe it expects you to print them onto the paper"
DavidW says (to ClubFloyd), "x negatives" 		
CF ] Darkroom Moves: 501 		
CF | 		
CF | > X NEGATIVES 		
CF | 		
CF | None of the negatives look very interesting. They appear to be photos 		
CF | of animals, although one appears to have some printing on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "print negatives" 		
CF ] Darkroom Moves: 501 		
CF | 		
CF | > PRINT NEGATIVES 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read printing" 		
CF ] Darkroom Moves: 502 		
CF | 		
CF | > READ PRINTING 		
CF | 		
CF | One of the negatives has some printing that says, 'Code is alphabet 		
CF | reversed'. 		
CF | 		
CF | > 		Knight_Otu says, "Well, we got that."
		DavidW says, "yeah"
		DavidW says, "That puzzle is already solved."
		DavidW asks, "Do we need the scissors or thermometer or whatever else is here?"
DavidW says (to ClubFloyd), "x timer" 		
CF ] Darkroom Moves: 503 		
CF | 		
CF | > X TIMER 		
CF | 		
CF | You see developing trays, a pair of scissors, a thermometer and a 		
CF | timer. 		
CF | 		
CF | > 		Roger says, "maybe if they're on the parts list"
		Jacqueline says, "I'm stepping away. Have... fun, folks. ;)"
		DavidW says, "oh, no, the 'tools' are a single item."
		MoyTravis exclaims, "Bye!"
		DavidW says, "bye Jacqueline"
		Knight_Otu exclaims, "Bye, Jacq!"
		Jacqueline exclaims, "Bye!"
DavidW says (to ClubFloyd), "l" 		
CF ] Darkroom Moves: 504 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Darkroom 		
CF | You recognise this as a darkroom from all the photographic equipment 		
CF | on the bench. This is a relic from the past. You thought everyone used 		
CF | digital cameras nowadays. The exit is to the south. 		
CF | 		
CF | You can see a macaw, a bench (on which are some photographic 		
CF | chemicals, some photographic tools and an enlarger (on which are some 		
CF | developed negatives)) and a red lamp (providing light) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Darkroom Moves: 505 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the plain door. 		
CF | 		
CF | > 		Roger says, "room last used by Roxanne, but then she didn't need it any more"
DavidW says (to ClubFloyd), "turn off lamp" 		
CF ] Darkness Moves: 506 		
CF | 		
CF | > TURN OFF LAMP 		
CF | 		
CF | You turn the lamp off and the room is no longer bathed in a red glow. 		
CF | 		
CF | It is now pitch dark in here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on torch" 		
CF ] Darkroom Moves: 507 		
CF | 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | "Squawk! I'm talking to an idiot." 		
CF | 		
CF | Darkroom 		
CF | You recognise this as a darkroom from all the photographic equipment 		
CF | on the bench. This is a relic from the past. You thought everyone used 		
CF | digital cameras nowadays. The exit is to the south. 		
CF | 		
CF | You can see a macaw, a bench (on which are some photographic 		
CF | chemicals, some photographic tools and an enlarger (on which are some 		
CF | developed negatives)) and a red lamp here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] West End of Short Hall Moves: 508 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Lounge Room Moves: 509 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Lounge Room Moves: 510 		
CF | 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Wide Hall Moves: 511 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Top of Stairs Moves: 512 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Landing at Bottom of Stairs Moves: 513 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Hallway Moves: 514 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, a remote control unit, a pink jiffy box, some 		
CF | satin sheets, a three-volt LED, a journal, a laser power module, your 		
CF | car key, a tyre lever, a brass key and a loose light switch here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put all in sheets" 		
CF ] Southern End of Hallway Moves: 515 		
CF | 		
CF | > PUT ALL IN SHEETS 		
CF | 		
CF | white key: The satin sheets can't contain things. 		
CF | piezoelectric transducer: The satin sheets can't contain things. 		
CF | coil of wire: The satin sheets can't contain things. 		
CF | note: The satin sheets can't contain things. 		
CF | torch: The satin sheets can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop key" 		
CF ] Southern End of Hallway Moves: 516 		
CF | 		
CF | > DROP KEY 		
CF | 		
CF | (the white key) 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take remote, box, led, module, switch" 		
CF ] Southern End of Hallway Moves: 517 		
CF | 		
CF | > TAKE REMOTE, BOX, LED, MODULE, SWITCH 		
CF | 		
CF | remote control unit: Taken. 		
CF | pink jiffy box: Taken. 		
CF | three-volt LED: Taken. 		
CF | laser power module: Taken. 		
CF | loose light switch: You're carrying too many things already. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Western End of Hallway Moves: 518 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Access Hallway Moves: 519 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Electronic Workshop Moves: 520 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Electronic Workshop 		
CF | You're in an electronic workshop scattered with discarded electronic 		
CF | components. The exit is to the north, but there's also a door to the 		
CF | east. An L-shaped workbench is mounted against the other walls to the 		
CF | south and west. 		
CF | 		
CF | On the workbench is a soldering iron surrounded by electronic 		
CF | components. 		
CF | 		
CF | You can see a macaw and a printed circuit board here. 		
CF | 		
CF | "Squawk! Hello." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Electronic Workshop Moves: 521 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | a laser power module 		
CF | a three-volt LED 		
CF | a pink jiffy box 		
CF | a remote control unit 		
CF | a piezoelectric transducer 		
CF | a coil of wire 		
CF | a note 		
CF | some UV glasses (being worn) 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put module, led, box, unit, transducer on bench" 		
CF ] Electronic Workshop Moves: 522 		
CF | 		
CF | > PUT MODULE, LED, BOX, UNIT, TRANSDUCER ON BENCH 		
CF | 		
CF | laser power module: Done. 		
CF | three-volt LED: Done. 		
CF | pink jiffy box: Done. 		
CF | remote control unit: Done. 		
CF | piezoelectric transducer: Done. 		
CF | 		
CF | > 		Roger says, "I don't think the goat would eat any of that photographic stuff."
DavidW says (to ClubFloyd), "put wire on bench" 		
CF ] Electronic Workshop Moves: 523 		
CF | 		
CF | > PUT WIRE ON BENCH 		
CF | 		
CF | You put the coil of wire on the workbench. 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Access Hallway Moves: 524 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Western End of Hallway Moves: 525 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Hallway Moves: 526 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, a white key, some satin sheets, a journal, your 		
CF | car key, a tyre lever, a brass key and a loose light switch here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take switch, journal" 		
CF ] Southern End of Hallway Moves: 527 		
CF | 		
CF | > TAKE SWITCH, JOURNAL 		
CF | 		
CF | loose light switch: Taken. 		
CF | journal: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Western End of Hallway Moves: 528 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Access Hallway Moves: 529 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Electronic Workshop Moves: 530 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Electronic Workshop 		
CF | You're in an electronic workshop scattered with discarded electronic 		
CF | components. The exit is to the north, but there's also a door to the 		
CF | east. An L-shaped workbench is mounted against the other walls to the 		
CF | south and west. 		
CF | 		
CF | On the workbench are a coil of wire, a piezoelectric transducer, a 		
CF | remote control unit, a pink jiffy box, a three-volt LED, a laser power 		
CF | module and a soldering iron surrounded by electronic components. 		
CF | 		
CF | You can see a macaw and a printed circuit board here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Electronic Workshop Moves: 531 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | a journal 		
CF | a loose light switch 		
CF | a note 		
CF | some UV glasses (being worn) 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put journal, switch, note on bench" 		
CF ] Electronic Workshop Moves: 532 		
CF | 		
CF | > PUT JOURNAL, SWITCH, NOTE ON BENCH 		
CF | 		
CF | journal: Done. 		
CF | loose light switch: Done. 		
CF | note: Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read note" 		
CF ] Electronic Workshop Moves: 533 		
CF | 		
CF | > READ NOTE 		
CF | 		
CF | 'Parts list for electronic door opener: 		
CF | 1. Switch 		
CF | 2. Control unit 		
CF | 3. Laser power module 		
CF | 4. Circuit board (EK0007A) 		
CF | 5. Wire 		
CF | 6. Piezoelectric transducer 		
CF | 7. Jiffy box (size 2) 		
CF | 8. 3-volt LED' 		
CF | 		
CF | "Squawk! You'll never escape." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Electronic Workshop Moves: 534 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Electronic Workshop 		
CF | You're in an electronic workshop scattered with discarded electronic 		
CF | components. The exit is to the north, but there's also a door to the 		
CF | east. An L-shaped workbench is mounted against the other walls to the 		
CF | south and west. 		
CF | 		
CF | On the workbench are a note, a loose light switch, a journal, a coil 		
CF | of wire, a piezoelectric transducer, a remote control unit, a pink 		
CF | jiffy box, a three-volt LED, a laser power module and a soldering iron 		
CF | surrounded by electronic components. 		
CF | 		
CF | You can see a macaw and a printed circuit board here. 		
CF | 		
CF | > 		DavidW says, "I think we have everything but the screwdriver"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Electronic Workshop Moves: 534 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take journal" 		
CF ] Electronic Workshop Moves: 535 		
CF | 		
CF | > TAKE JOURNAL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Access Hallway Moves: 536 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Western End of Hallway Moves: 537 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Junction of Hallways Moves: 538 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north, but you 		
CF | can't go that way because of the giant hole in the floor where it 		
CF | collapsed. There's also an exit to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Eastern End of Hallway Moves: 539 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Eastern End of Hallway 		
CF | You're at the eastern end of a long hallway that continues to the 		
CF | west. Apart from the hallway itself, there are also exits to the north 		
CF | and south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Junction of Hallways Moves: 540 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Junction of Hallways 		
CF | You're at the junction of a long hallway that continues to the east 		
CF | and west. The other arm of the junction goes to the north, but you 		
CF | can't go that way because of the giant hole in the floor where it 		
CF | collapsed. There's also an exit to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! You'll never escape." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Western End of Hallway Moves: 541 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Hallway Moves: 542 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, a white key, some satin sheets, your car key, a 		
CF | tyre lever and a brass key here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Southern End of Hallway Moves: 543 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sheets" 		
CF ] Southern End of Hallway Moves: 544 		
CF | 		
CF | > TAKE SHEETS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Bottom of Stairs Moves: 545 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing at Top of Stairs Moves: 546 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Landing at Top of Stairs Moves: 547 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Wide Hall Moves: 548 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 549 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] West End of Short Hall Moves: 550 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Short Hall Moves: 551 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a macaw and a goat here. 		
CF | 		
CF | "Squawk! Who are you?" 		
CF | 		
CF | > 		Roger says, "we should take our car keys with us when we leave, eventually"
DavidW says (to ClubFloyd), "give sheets to goat" 		
CF ] East End of Short Hall Moves: 552 		
CF | 		
CF | > GIVE SHEETS TO GOAT 		
CF | 		
CF | Goats are known to eat almost anything, but this one must be fussier 		
CF | than most, as it rejects the satin sheets. 		
CF | 		
CF | "Squawk! Hello." 		
CF | 		
CF | > 		Knight_Otu says, "True."
DavidW says (to ClubFloyd), "give journal to goat" 		
CF ] East End of Short Hall Moves: 553 		
CF | 		
CF | > GIVE JOURNAL TO GOAT 		
CF | 		
CF | Goats are known to eat almost anything, but this one must be fussier 		
CF | than most, as it rejects the journal. 		
CF | 		
CF | > 		DavidW asks, "We never got past the monster either. Is there some way to use the caviar?"
DavidW says (to ClubFloyd), "ask molly about caviar" 		
CF ] East End of Short Hall Moves: 554 		
CF | 		
CF | > ASK MOLLY ABOUT CAVIAR 		
CF | 		
CF | "Squawk! Monster likes caviar." 		
CF | 		
CF | > 		Knight_Otu says, "I..."
		MoyTravis says, "lol"
DavidW says (to ClubFloyd), "w" 		
CF ] West End of Short Hall Moves: 555 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Lounge Room Moves: 556 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Wide Hall Moves: 557 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Top of Stairs Moves: 558 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Landing at Bottom of Stairs Moves: 559 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Hallway Moves: 560 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, a white key, your car key, a tyre lever and a 		
CF | brass key here. 		
CF | 		
CF | "Squawk! I'm talking to an idiot." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop sheets" 		
CF ] Southern End of Hallway Moves: 561 		
CF | 		
CF | > DROP SHEETS 		
CF | 		
CF | Dropped. 		
CF | 		
CF | "Squawk! You'll never escape." 		
CF | 		
CF | > 		Knight_Otu asks, "Then why didn't you say so when we asked you about the monster!?"
DavidW says (to ClubFloyd), "w" 		
CF ] South Dining Hall Moves: 562 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | South Dining Hall 		
CF | You're at the southern end of a long dining hall. It continues to the 		
CF | north or you can leave to the east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Middle Dining Hall Moves: 563 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Middle Dining Hall 		
CF | You're in the middle of a long dining hall that extends to the north 		
CF | and south. The centre of the room is dominated by a long dining table. 		
CF | There's also an exit to the east. 		
CF | 		
CF | On the dining table is a small crystal dish. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dish" 		
CF ] Middle Dining Hall Moves: 564 		
CF | 		
CF | > TAKE DISH 		
CF | 		
CF | It looks quite delicate. You don't trust yourself to carry it around, 		
CF | as you're just as likely to drop it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take caviar" 		
CF ] Middle Dining Hall Moves: 565 		
CF | 		
CF | > TAKE CAVIAR 		
CF | 		
CF | You pick up the icky, sticky, gloopy caviar in your bare hands. Yuck. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Middle of Long Hallway Moves: 566 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Long Hallway Moves: 567 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | You can see a macaw and a small ravenous monster that defies 		
CF | description here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give caviar to monster" 		
CF ] Northern End of Long Hallway Moves: 568 		
CF | 		
CF | > GIVE CAVIAR TO MONSTER 		
CF | 		
CF | The small ravenous monster that defies description only likes 		
CF | export-quality caviar. This inferior brand killed it, perhaps because 		
CF | it was off. 		
CF | 		
CF | > 		Knight_Otu says, "..."
		Roger says, "booo"
DavidW says (to ClubFloyd), "e" 		
CF ] Private Bar Moves: 569 		
CF | 		
CF | > E 		
CF | 		
CF | You step over the dead monster that defies description. 		
CF | 		
CF | Private Bar 		
CF | You're in a small private bar. The only exit is to the west. 		
CF | 		
CF | You can see a macaw and a whiskey bottle (empty) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bottle" 		
CF ] Private Bar Moves: 570 		
CF | 		
CF | > TAKE BOTTLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bottle" 		
CF ] Private Bar Moves: 571 		
CF | 		
CF | > X BOTTLE 		
CF | 		
CF | It once held fine Irish whiskey. It's now just an empty bottle. Pity. 		
CF | A bottle full of whiskey would be much better. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		DavidW says, "I'm gonna give the bottle to the goat."
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "w" 		
CF ] Northern End of Long Hallway Moves: 572 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | You can see a macaw and a dead monster that defies description here. 		
CF | 		
CF | "Squawk! Scientist mad." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Middle of Long Hallway Moves: 573 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern End of Hallway Moves: 574 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, some satin sheets, a white key, your car key, a 		
CF | tyre lever and a brass key here. 		
CF | 		
CF | "Squawk! Your right to sleep past 7 a.m. is revoked." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Bottom of Stairs Moves: 575 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing at Top of Stairs Moves: 576 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Wide Hall Moves: 577 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 578 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] West End of Short Hall Moves: 579 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Short Hall Moves: 580 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a macaw and a goat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give bottle to goat" 		
CF ] East End of Short Hall Moves: 581 		
CF | 		
CF | > GIVE BOTTLE TO GOAT 		
CF | 		
CF | Goats are known to eat almost anything, but this one must be fussier 		
CF | than most, as it rejects the whiskey bottle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open bottle" 		
CF ] East End of Short Hall Moves: 582 		
CF | 		
CF | > OPEN BOTTLE 		
CF | 		
CF | The whiskey bottle is not something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read it" 		
CF ] East End of Short Hall Moves: 583 		
CF | 		
CF | > READ IT 		
CF | 		
CF | There's nothing legible on that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break it" 		
CF ] East End of Short Hall Moves: 584 		
CF | 		
CF | > BREAK IT 		
CF | 		
CF | You can't break that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask molly about bottle" 		
CF ] East End of Short Hall Moves: 585 		
CF | 		
CF | > ASK MOLLY ABOUT BOTTLE 		
CF | 		
CF | "Squawk! You've found it." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask molly about goat" 		
CF ] East End of Short Hall Moves: 586 		
CF | 		
CF | > ASK MOLLY ABOUT GOAT 		
CF | 		
CF | "Squawk! Must be hungry by now." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in bottle" 		
CF ] East End of Short Hall Moves: 587 		
CF | 		
CF | > LOOK IN BOTTLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] East End of Short Hall Moves: 588 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying: 		
CF | a whiskey bottle (empty) 		
CF | a journal 		
CF | some UV glasses (being worn) 		
CF | a torch (providing light) 		
CF | a plastic raincoat (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] West End of Short Hall Moves: 589 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Lounge Room Moves: 590 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Wide Hall Moves: 591 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Middle of Wide Hall Moves: 592 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Wide Hall Moves: 593 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Your right to sleep past 7 a.m. is revoked." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Balcony Moves: 594 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Balcony 		
CF | You're on a wide balcony that's well protected from the acid rain 		
CF | outside. The southern wall is covered by a trellis, broken only by the 		
CF | entry to the mansion. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill bottle with rain" 		
CF ] Balcony Moves: 595 		
CF | 		
CF | > FILL BOTTLE WITH RAIN 		
CF | 		
CF | There's nothing here that you can use to fill the bottle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trellis" 		
CF ] Balcony Moves: 596 		
CF | 		
CF | > X TRELLIS 		
CF | 		
CF | A lattice-like trellis is mounted on the south wall of the balcony. 		
CF | Tropical vines are entwined in the lattice work. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb vines" 		
CF ] Balcony Moves: 597 		
CF | 		
CF | > CLIMB VINES 		
CF | 		
CF | Climbing that would achieve little. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x vines" 		
CF ] Balcony Moves: 598 		
CF | 		
CF | > X VINES 		
CF | 		
CF | They grow up the wall and over the door. Large purple fruit hang from 		
CF | the vine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fruit" 		
CF ] Balcony Moves: 599 		
CF | 		
CF | > X FRUIT 		
CF | 		
CF | Exotic-looking purple fruit hang from the vine. You have no idea what 		
CF | they are, but they look very tempting. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take fruit" 		
CF ] Balcony Moves: 600 		
CF | 		
CF | > TAKE FRUIT 		
CF | 		
CF | You pick one of the fruits off the vine. 		
CF | 		
CF | "Squawk! I'm talking to an idiot." 		
CF | 		
CF | > 		Roger says, "aha"
DavidW says (to ClubFloyd), "s" 		
CF ] Northern End of Wide Hall Moves: 601 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Northern End of Wide Hall 		
CF | You're at the northern end of a wide north-south hall. There's a wide 		
CF | opening to the north, a white door to the west and another exit to the 		
CF | east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Middle of Wide Hall Moves: 602 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Middle of Wide Hall 		
CF | You're in the middle of a wide north-south hall with a sealed door to 		
CF | the east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southern End of Wide Hall Moves: 603 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Your right to sleep past 7 a.m. is revoked." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 604 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] West End of Short Hall Moves: 605 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! I like 'Parrots of the Caribbean'." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Short Hall Moves: 606 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a macaw and a goat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Short Hall Moves: 607 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give fruit to goat" 		
CF ] East End of Short Hall Moves: 608 		
CF | 		
CF | > GIVE FRUIT TO GOAT 		
CF | 		
CF | The goat gobbles down the fruit and falls to the floor in a dead 		
CF | sleep. That's strange. It's a good thing you didn't eat it yourself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Upstairs Bedroom Moves: 609 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Upstairs Bedroom 		
CF | You're in the main upstairs bedroom. There's a bay window to the 		
CF | north. The exit from the room is to the south. 		
CF | 		
CF | You can see a macaw and a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		DavidW says, "More sheets!"
DavidW says (to ClubFloyd), "x window" 		
CF ] Upstairs Bedroom Moves: 610 		
CF | 		
CF | > X WINDOW 		
CF | 		
CF | It's a large bay window overlooking the rain-soaked estate. It's 		
CF | currently closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open window" 		
CF ] Upstairs Bedroom Moves: 611 		
CF | 		
CF | > OPEN WINDOW 		
CF | 		
CF | You open the bay window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look through window" 		
CF ] Upstairs Bedroom Moves: 612 		
CF | 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Ledge Moves: 613 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Ledge 		
CF | You're standing on a high ledge high above the ground. Due to the 		
CF | dark, dismal night and the acid rain, the best view from here is the 		
CF | bedroom inside the bay window to the south. 		
CF | 		
CF | You can see a macaw and a silver key here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take silver key" 		
CF ] Ledge Moves: 614 		
CF | 		
CF | > TAKE SILVER KEY 		
CF | 		
CF | The key is soaked with acid rain. You can't touch it unless you can 		
CF | wash the acid off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Upstairs Bedroom Moves: 615 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Upstairs Bedroom 		
CF | You're in the main upstairs bedroom. There's a bay window to the 		
CF | north. The exit from the room is to the south. 		
CF | 		
CF | You can see a macaw and a bed (on which are some clean sheets) here. 		
CF | 		
CF | "Squawk! You'll never escape." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF ] Upstairs Bedroom Moves: 616 		
CF | 		
CF | > X BED 		
CF | 		
CF | It's a double bed. On the bed are some clean sheets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sheets" 		
CF ] Upstairs Bedroom Moves: 617 		
CF | 		
CF | > X SHEETS 		
CF | 		
CF | They're tightly tucked into the bed. 		
CF | 		
CF | "Squawk! Molly is smart." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under bed" 		
CF ] Upstairs Bedroom Moves: 618 		
CF | 		
CF | > LOOK UNDER BED 		
CF | 		
CF | There's nothing there, not even a pair of slippers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] East End of Short Hall Moves: 619 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a macaw and a sleeping goat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] West End of Short Hall Moves: 620 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Linen Closet Moves: 621 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Linen Closet 		
CF | You're in a linen closet. There's a louvred door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] West End of Short Hall Moves: 620 		
CF | 		
CF | > UNDO 		
CF | 		
CF | West End of Short Hall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Darkroom Moves: 621 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Darkroom 		
CF | You recognise this as a darkroom from all the photographic equipment 		
CF | on the bench. This is a relic from the past. You thought everyone used 		
CF | digital cameras nowadays. The exit is to the south. 		
CF | 		
CF | You can see a macaw, a bench (on which are some photographic 		
CF | chemicals, some photographic tools and an enlarger (on which are some 		
CF | developed negatives)) and a red lamp here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] West End of Short Hall Moves: 620 		
CF | 		
CF | > UNDO 		
CF | 		
CF | West End of Short Hall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Lounge Room Moves: 621 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | "Squawk! Hello." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Wide Hall Moves: 622 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Upstairs Bathroom Moves: 623 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Upstairs Bathroom 		
CF | You're in the upstairs bathroom. It's furnished in glorious pink. 		
CF | There's a vanity unit with a small basin mounted against the west wall 		
CF | and a mirror mounted above it. The exits are to the north and east. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill bottle" 		
CF ] Upstairs Bathroom Moves: 624 		
CF | 		
CF | > FILL BOTTLE 		
CF | 		
CF | (with the macaw) 		
CF | There's nothing here that you can use to fill the bottle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on basin" 		
CF ] Upstairs Bathroom Moves: 625 		
CF | 		
CF | > TURN ON BASIN 		
CF | 		
CF | The small basin is not something you can switch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on tap" 		
CF ] Upstairs Bathroom Moves: 626 		
CF | 		
CF | > TURN ON TAP 		
CF | 		
CF | If you want to fill a container with water or you want a drink of 		
CF | water, just say so. But don't waste water, as fresh water is a 		
CF | precious resource in these days of acid rain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill bottle with water" 		
CF ] Upstairs Bathroom Moves: 627 		
CF | 		
CF | > FILL BOTTLE WITH WATER 		
CF | 		
CF | You fill the bottle with water from the tap. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southern End of Wide Hall Moves: 628 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lounge Room Moves: 629 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] West End of Short Hall Moves: 630 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | "Squawk! Who are you?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Short Hall Moves: 631 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a macaw and a sleeping goat here. 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Upstairs Bedroom Moves: 632 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Upstairs Bedroom 		
CF | You're in the main upstairs bedroom. There's a bay window to the 		
CF | north. The exit from the room is to the south. 		
CF | 		
CF | You can see a macaw and a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Ledge Moves: 633 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Ledge 		
CF | You're standing on a high ledge high above the ground. Due to the 		
CF | dark, dismal night and the acid rain, the best view from here is the 		
CF | bedroom inside the bay window to the south. 		
CF | 		
CF | You can see a macaw and a silver key here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pour water on silver key" 		
CF ] Ledge Moves: 634 		
CF | 		
CF | > POUR WATER ON SILVER KEY 		
CF | 		
CF | The water washes away the acid from the silver key. 		
CF | 		
CF | "Squawk! I'm talking to an idiot." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take silver key" 		
CF ] Ledge Moves: 635 		
CF | 		
CF | > TAKE SILVER KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Upstairs Bedroom Moves: 636 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Upstairs Bedroom 		
CF | You're in the main upstairs bedroom. There's a bay window to the 		
CF | north. The exit from the room is to the south. 		
CF | 		
CF | You can see a macaw and a bed (on which are some clean sheets) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] East End of Short Hall Moves: 637 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | East End of Short Hall 		
CF | You're at the east end of a short hall. There's an exit to the north 		
CF | or you can follow the hall back to the west. 		
CF | 		
CF | You can see a macaw and a sleeping goat here. 		
CF | 		
CF | > 		DavidW says, "Remind me where there might be a locked door."
		DavidW says, "oh, workshop"
DavidW says (to ClubFloyd), "w" 		
CF ] West End of Short Hall Moves: 638 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | West End of Short Hall 		
CF | You're at the west end of a short hall. It enters a room to the west 		
CF | and continues to the east. There are doors on both sides of the hall, 		
CF | a plain door to the north and a louvred door to the south. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Lounge Room Moves: 639 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lounge Room 		
CF | You're in a lounge room. It's well furnished for relaxing. There are 		
CF | exits to the east and west. 		
CF | 		
CF | You can see a macaw, a lounge and a coffee table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Wide Hall Moves: 640 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Wide Hall 		
CF | You're at the southern end of a wide hall. The hall extends to the 		
CF | north and there are exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing at Top of Stairs Moves: 641 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing at Top of Stairs 		
CF | You're on a landing at the top of the stairs. You can leave the 		
CF | landing to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Landing at Bottom of Stairs Moves: 642 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Landing at Bottom of Stairs 		
CF | You're on a landing at the bottom of the stairs. The exit from the 		
CF | stairs is via a door to the north. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Southern End of Hallway Moves: 643 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, some satin sheets, a white key, your car key, a 		
CF | tyre lever and a brass key here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Western End of Hallway Moves: 644 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Access Hallway Moves: 645 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Electronic Workshop Moves: 646 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Electronic Workshop 		
CF | You're in an electronic workshop scattered with discarded electronic 		
CF | components. The exit is to the north, but there's also a door to the 		
CF | east. An L-shaped workbench is mounted against the other walls to the 		
CF | south and west. 		
CF | 		
CF | On the workbench are a note, a loose light switch, a coil of wire, a 		
CF | piezoelectric transducer, a remote control unit, a pink jiffy box, a 		
CF | three-volt LED, a laser power module and a soldering iron surrounded 		
CF | by electronic components. 		
CF | 		
CF | You can see a macaw and a printed circuit board here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock door with silver key" 		
CF ] Electronic Workshop Moves: 647 		
CF | 		
CF | > UNLOCK DOOR WITH SILVER KEY 		
CF | 		
CF | You unlock the workshop door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop silver key" 		
CF ] Electronic Workshop Moves: 648 		
CF | 		
CF | > DROP SILVER KEY 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Electronic Workshop Moves: 649 		
CF | 		
CF | > E 		
CF | 		
CF | You can't, since the workshop door is in the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Electronic Workshop Moves: 650 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the workshop door. 		
CF | 		
CF | "Squawk! I'm talking to an idiot." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Tiny Room Moves: 651 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Tiny Room 		
CF | You're in a tiny room used for the storage of tools. The exit is to 		
CF | the west. 		
CF | 		
CF | You can see a macaw and some tools here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tools" 		
CF ] Tiny Room Moves: 652 		
CF | 		
CF | > X TOOLS 		
CF | 		
CF | As you scrounge through the tools, you find a screwdriver. You wonder 		
CF | what other goodies may be tucked away amongst the tools. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take screwdriver" 		
CF ] Tiny Room Moves: 653 		
CF | 		
CF | > TAKE SCREWDRIVER 		
CF | 		
CF | Taken. 		
CF | 		
CF | "Squawk! Adventures are cool." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tools" 		
CF ] Tiny Room Moves: 654 		
CF | 		
CF | > X TOOLS 		
CF | 		
CF | You scrounge further through the tools and this time you find a car 		
CF | battery. Eureka! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take car battery" 		
CF ] Tiny Room Moves: 655 		
CF | 		
CF | > TAKE CAR BATTERY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tools" 		
CF ] Tiny Room Moves: 656 		
CF | 		
CF | > X TOOLS 		
CF | 		
CF | You continue scrounging through the tools, but find nothing else of 		
CF | interest. 		
CF | 		
CF | "Squawk! Who's a pretty girl, then?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Electronic Workshop Moves: 657 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Electronic Workshop 		
CF | You're in an electronic workshop scattered with discarded electronic 		
CF | components. The exit is to the north, but there's also a door to the 		
CF | east. An L-shaped workbench is mounted against the other walls to the 		
CF | south and west. 		
CF | 		
CF | On the workbench are a note, a loose light switch, a coil of wire, a 		
CF | piezoelectric transducer, a remote control unit, a pink jiffy box, a 		
CF | three-volt LED, a laser power module and a soldering iron surrounded 		
CF | by electronic components. 		
CF | 		
CF | You can see a macaw, a silver key and a printed circuit board here. 		
CF | 		
CF | "Squawk! Who are you?" 		
CF | 		
CF | > 		Roger says, "we'll be pretty buff after lugging that around"
		Knight_Otu says, "Well, then."
DavidW says (to ClubFloyd), "make opener" 		
CF ] Electronic Workshop Moves: 658 		
CF | 		
CF | > MAKE OPENER 		
CF | 		
CF | With great skill and dexterity, you use the soldering iron and the 		
CF | screwdriver to make an electronic door opener from the parts you 		
CF | scrounged from around the mansion. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take opener" 		
CF ] Electronic Workshop Moves: 659 		
CF | 		
CF | > TAKE OPENER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Access Hallway Moves: 660 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Access Hallway 		
CF | You're in a small access hallway at the bottom of a set of stairs. 		
CF | Apart from the stairs, there are exits to the south, east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Western End of Hallway Moves: 661 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Western End of Hallway 		
CF | You're at the western end of a long hallway. The hallway continues to 		
CF | the east. There's an open metal door to the west and a set of stairs 		
CF | going down to the basement. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southern End of Hallway Moves: 662 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Southern End of Hallway 		
CF | You're at the southern end of a north-south hallway. There's a wooden 		
CF | door to the south, a metal door to the east and an open exit to the 		
CF | west. 		
CF | 		
CF | In the slot in the wall is a security card. 		
CF | 		
CF | You can see a macaw, some satin sheets, a white key, your car key, a 		
CF | tyre lever and a brass key here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take car key" 		
CF ] Southern End of Hallway Moves: 663 		
CF | 		
CF | > TAKE CAR KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Middle of Long Hallway Moves: 664 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Middle of Long Hallway 		
CF | You're in the middle of a long hall that extends to the north and 		
CF | south. There are also exits to the east and west. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern End of Long Hallway Moves: 665 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Northern End of Long Hallway 		
CF | You're at the northern end of a long hallway that extends to the 		
CF | south. Other than the hallway itself, there are exits to the north, 		
CF | east and west. 		
CF | 		
CF | You can see a macaw and a dead monster that defies description here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Entry Foyer Moves: 666 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Entry Foyer 		
CF | You're in an entry foyer. The front door is to the north and there are 		
CF | exits on the other three sides. 		
CF | 		
CF | You can see a macaw here. 		
CF | 		
CF | > 		Knight_Otu idly wonders how many players forgot the car battery at the end of this.
DavidW says (to ClubFloyd), "unlock door with opener" 		
CF ] Entry Foyer Moves: 667 		
CF | 		
CF | > UNLOCK DOOR WITH OPENER 		
CF | 		
CF | Try pressing the button on the door opener. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Entry Foyer Moves: 668 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | Click. It sounds like the large oak door is now unlocked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Entry Foyer Moves: 669 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the large oak door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Front Porch Moves: 670 		
CF | 		
CF | > N 		
CF | 		
CF | Molly smells freedom in the air. "Squawk! Bye, bye. Squawk!" She flies 		
CF | off through the acid rain into the dark night sky. 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of a large mansion, where the 		
CF | awning protects you from the acid rain. If you want to enter the 		
CF | mansion, there's a large oak door to the south, otherwise you can head 		
CF | back north towards the road. 		
CF | 		
CF | You can see a plant pot here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Front Path Moves: 671 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Front Path 		
CF | This is the front path of the mansion. It runs between the entrance to 		
CF | the north and the mansion to the south with a lawn on each side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Entrance to Mansion Moves: 672 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Entrance to Mansion 		
CF | You're at the front fence of a large mansion. The entry to the 		
CF | property is via a large iron gate to the south. The road is back to 		
CF | the north. 		
CF | 		
CF | > 		MoyTravis asks, "Wait the bird's immune to acid?"
		Knight_Otu says, "Apparently. Tough macaw."
		DavidW says, "I left the tyre lever behind. Hope we don't need it."
		MoyTravis asks, "The acid that instantly melted us through, killing us in a graphic and painful manner, as soon as we stepped outside?"
DavidW says (to ClubFloyd), "n" 		
CF ] Outside Your Car Moves: 673 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		MoyTravis says, "...well ok I guess."
DavidW says (to ClubFloyd), "unlock car with car key" 		
CF ] Outside Your Car Moves: 674 		
CF | 		
CF | > UNLOCK CAR WITH CAR KEY 		
CF | 		
CF | (the car with the car key) 		
CF | You unlock the car. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Inside Your Car Moves: 675 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside Your Car 		
CF | You're inside your car. The dashboard is dark and the engine is off. 		
CF | It's dark and raining outside. The only exit is out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull knob" 		
CF ] Inside Your Car Moves: 676 		
CF | 		
CF | > PULL KNOB 		
CF | 		
CF | You hear a loud bump and the car's bonnet pops up a few centimetres. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Outside Your Car Moves: 677 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] In Front of Your Car Moves: 678 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | In Front of Your Car 		
CF | You're at the front of your car, looking over the bonnet. The road 		
CF | continues to the east and west. There's a fence beside the road to the 		
CF | south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open bonnet" 		
CF ] In Front of Your Car Moves: 679 		
CF | 		
CF | > OPEN BONNET 		
CF | 		
CF | You open the bonnet, revealing a V8 engine and a flat battery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put battery in bonnet" 		
CF ] In Front of Your Car Moves: 680 		
CF | 		
CF | > PUT BATTERY IN BONNET 		
CF | 		
CF | (the new car battery in the bonnet) 		
CF | You remove the old car battery and throw it into the bushes at the 		
CF | side of the road. You then insert the new battery and attach the 		
CF | terminals. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close bonnet" 		
CF ] In Front of Your Car Moves: 681 		
CF | 		
CF | > CLOSE BONNET 		
CF | 		
CF | The bonnet clicks shut. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Outside Your Car Moves: 682 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside Your Car 		
CF | Your car is parked at the side of a lonely country road. The nearest 		
CF | town is miles away. As you were driving west before you pulled over, 		
CF | you can go west to the front of the car or east to the back of the 		
CF | car. The rain is pelting down. It's dark and dismal, but you can 		
CF | barely make out an old mansion silhouetted against the night sky to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Inside Your Car Moves: 683 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside Your Car 		
CF | You're inside your car. The dashboard is dark and the engine is off. 		
CF | It's dark and raining outside. The only exit is out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put car key in ignition" 		
CF ] Inside Your Car Moves: 684 		
CF | 		
CF | > PUT CAR KEY IN IGNITION 		
CF | 		
CF | You put the car key into the ignition. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn it" 		
CF ] Inside Your Car Moves: 685 		
CF | 		
CF | > TURN IT 		
CF | 		
CF | Vroom, vroom! The car starts up. The big V8 purrs like a kitten. It's 		
CF | sweet music to your ears. Now let's drive out of here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drive" 		
CF ] Inside Your Car Moves: 685 		
CF | 		
CF | > DRIVE 		
CF | 		
CF | What do you want to drive? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "car" 		
CF ] Inside Your Car Moves: 686 		
CF | 		
CF | > CAR 		
CF | 		
CF | Oh, what a night. A flat battery, acid rain, a deserted mansion full 		
CF | of mysteries and a dead scientist. You'll be glad to get out of here. 		
CF | 		
CF | You quickly drive away, not noticing that in the back seat... 		
CF | 		
CF | 		
CF | *** You have won *** 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, UNDO your last move 		
CF | or QUIT? 		
CF | > 		MoyTravis says, "Hooray."
		Knight_Otu exclaims, "We did it!"
		MoyTravis says, "Well that sure was a thing."
		Knight_Otu says, "(Mostly David.)"
		DavidW asks, "What was in the back seat?"
		Roger says, "truly heroic"
		Roger says, "I guess we should undo and look"
DavidW says (to ClubFloyd), "undo" 		
CF ] Inside Your Car Moves: 685 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Inside Your Car 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x back seat" 		
CF ] Inside Your Car Moves: 686 		
CF | 		
CF | > X BACK SEAT 		
CF | 		
CF | It's too dark to see what's there, but you know there's nothing of 		
CF | interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter back seat" 		
CF ] Inside Your Car Moves: 687 		
CF | 		
CF | > ENTER BACK SEAT 		
CF | 		
CF | The back seat is not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search back seat" 		
CF ] Inside Your Car Moves: 688 		
CF | 		
CF | > SEARCH BACK SEAT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "oh, I guess it's just a hook for a sequel"
		Knight_Otu says, "Perhaps it's Ruth after all."
		DavidW says, "maybe"
DavidW says (to ClubFloyd), "drive car" 		
CF ] Inside Your Car Moves: 689 		
CF | 		
CF | > DRIVE CAR 		
CF | 		
CF | Oh, what a night. A flat battery, acid rain, a deserted mansion full 		
CF | of mysteries and a dead scientist. You'll be glad to get out of here. 		
CF | 		
CF | You quickly drive away, not noticing that in the back seat... 		
CF | 		
CF | 		
CF | *** You have won *** 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, UNDO your last move 		
CF | or QUIT? 		
CF | > 		Knight_Otu says, "Well, that was a weird one."
		DavidW says, "it was"
		Roger asks, "what's the title of this one again?"
		DavidW says, "Old school-ish"
		DavidW says, "Acid Rain"
		Knight_Otu says, "Acid Rain."
		Roger says, "thanks"
		DavidW says, "It's on itch.io as part of this year's Parsercomp."
		Roger says, "well they nailed the old-school vibe insofar as I can scarcely believe it was released this year"
		MoyTravis says, "...ha."
		DavidW says, "Someone released an AdvSys game in the comp too."
		MoyTravis asks, "A what?"
		DavidW says, "AdvSys. An old authoring system from years and years ago."
		DavidW says, "anyway, thanks for the game, all. Another one for the history books."
		Roger says, "ayup"
		DavidW says, "Don't eat any expired caviar."
		Knight_Otu exclaims, "Thanks for driving!"
		Roger says, "or purple fruit"
		Roger says, "yeah DW once again saves the day"
		Knight_Otu says, "Don't get caught in acid rain while exploring a mad scientist's lair."
		DavidW says, "The scientist so mad, he didn't have a single desk."
		DavidW says, "Unless the vanities count."
		Knight_Otu says, "But three bedrooms and four sets of sheets."
		DavidW says, "and that absurdly long dining room."
		Knight_Otu says, "Oh, yeah, almost forgot about that one."
		Knight_Otu says, "And of course, a door that locked him and us in."



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ClubFloyd Transcript:
Operate! by Cody Sandifer
Micropuzzle by Les Howarth & Gavin Lambert
As played on ifMUD on August 1, 2021

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 Operate! written by Cody Sandifer, and Micropuzzle written by Les Howarth & Gavin Lambert. Operate! was originally released as part of the Textfire 12-pack in 1998. Micropuzzle is a recreation of a 1984 type-in BASIC game. You can learn more about the games, including how to download them, by visiting the IFDB pages: Operate!, and Micropuzzle.

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:

Operate! by Cody Sandifer
Micropuzzle by Les Howarth & Gavin Lambert
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

Jacqueline says (to ClubFloyd), "load operate" 		
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 | As Chief Surgeon, the honor is yours: a public display of skill meant 		
CF | to inform and educate. 		
CF | 		
CF | An intercom clicks on. "PROCEED." 		
CF | 		
CF | Operate! 		
CF | An interactive adaptation of the popular parlor game 		
CF | DEMO version for the TextFire 12-PACK 		
CF | (Type "about" for more information) 		
CF | Copyright (c) 1998 by TextFire, Inc. All rights reserved. 		
CF | Developed with TADS, the Text Adventure Development System. 		
CF | 		
CF | Operating Room 		
CF | Billowing lights bear down upon the clean, white body and supporting 		
CF | table. In a similar pattern of sterility, a single blank wall forms a 		
CF | perfect circle around the arena. Above and beyond, through sheets of 		
CF | brightness, a full gallery of onlookers peers in from behind a plastic 		
CF | shield. 		
CF | 		
CF | There is a bone vat here. To the side sits your instrument tray, 		
CF | neatly centered on a short push-cart. 		
CF | Sitting on the instrument tray, bone tongs and a scalpel can be 		
CF | seen. 		
CF | 		
CF | > 		Knight_Otu says, "Another surgery."
Knight_Otu says (to ClubFloyd), "x me" 		
CF | You admire your reflection in the operating table's shiny surface. 		
CF | 		
CF | > 		Jacqueline says, "One sec (Sam needs my input on breakfast, bad timing, but I will def be right back)"
		Jacqueline says, "Back."
		Jacqueline says, "I think this operating game will be less serious than the other one you previously played."
Knight_Otu Maybe, though I wasn't aware that surgery would be a spectator sport. 		Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have your hands. 		
CF | 		
CF | > 		Jacqueline asks (of KO), "Are you familiar with the 'popular parlor game' mentioned in the intro?"
Jacqueline says (to ClubFloyd), "x me" 		
CF | You admire your reflection in the operating table's shiny surface. 		
CF | 		
CF | > 		Knight_Otu says, "Vaguely."
Jacqueline says (to ClubFloyd), "take tongs" 		
CF | The intercom clicks on. "THE TONGS ARE AWFULLY DULL. TRY THE 		
CF | SCALPEL." Someone in the crowd sniggers. 		
CF | 		
CF | "Gut the bastard already! We're waiting!" 		
CF | 		
CF | > 		Jacqueline says, "Gosh"
Jacqueline says (to ClubFloyd), "take scalpel" 		
CF | Taken. 		
CF | 		
CF | A woman in the gallery yawns. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "gut bastard" 		
CF | (with the scalpel) 		
CF | You carefully peel aside skin and muscle while simultaneously shifting 		
CF | protrusive organs into neighboring cavities. In this manner, the 		
CF | proper bones are revealed. 		
CF | 		
CF | The crowd roars. "LET THE BONEJACKING BEGIN!" 		
CF | 		
CF | > 		Jacqueline says, "snrk. That worked."
		Knight_Otu asks, "Yay1?"
		Knight_Otu asks, "Yay!?"
		Jacqueline says, "I guess yay, yeah."
		Jacqueline says, "That is a good observation: all the organs must be moved to see the skellington inside."
		Knight_Otu says, "I may have been thinking of a different game."
		Jacqueline says, "Gosh this is... not the attitude I ever adopted while watching someone else try to play Operation."
		Jacqueline says, "Oh, except the original game wasn't just bones. It was organs, too."
		Jacqueline | [LINK])
		Knight_Otu says, "Okay, I think that's the game I was thnking, thuogh I don't think I ever played it."
		Jacqueline says, "Basically there were little body parts in those holes in the board, and each of the holes was lined with metal, and if you made contact with your tweezers while trying to extract whatever you were trying to extract, it buzzed loudly at you. Maybe the man's nose also lit up red, I can't recall."
		Roger says, "right, the popular parlour game"
		Jacqueline says, "Calling it 'a popular parlor game' makes it sound Edwardian."
		Roger says, "not to mention all the bonejacking"
		Jacqueline says, "So, let's see if taking cues from the crowd continues to work..."
Jacqueline says (to ClubFloyd), "jack bones" 		
CF | I don't know the word "jack". 		
CF | 		
CF | > 		Jacqueline says, "I don't know Jack."
		Jacqueline says, "Or the word Jack, either."
Jacqueline says (to ClubFloyd), "take bones" 		
CF | Which bones do you mean, the bread basket, or the funny bone? 		
CF | 		
CF | > 		Jacqueline asks, "What is a bread basket bone?"
		Jacqueline says, "I dunno what it is, but let's take it."
		Knight_Otu asks, "If I had to guess . rib cage?"
		Jacqueline says (to KO), "Oh! Possibly, yeah."
Jacqueline says (to ClubFloyd), "take bread basket" 		
CF | (with your hands) 		
CF | The intercom snorts and barks as you slip your fingers into the open 		
CF | wound. "HOLD IT, CHIEF. INSURANCE DOESN'T COVER THAT." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take tongs" 		
CF | A surgeon needs both hands free. You should really drop the scalpel 		
CF | first. 		
CF | 		
CF | > 		Jacqueline exclaims (at Game), "GAME!"
Jacqueline says (to ClubFloyd), "drop scalpel" 		
CF | You return the scalpel to the instrument tray. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take tongs" 		
CF | A hush falls over the crowd as you fit the bone tongs comfortably in 		
CF | your palm. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take bread basket" 		
CF | What do you want to take that with? 		
CF | 		
CF | > 		Knight_Otu says, "Remind me not to undergo surgery by these guys."
Jacqueline says (to ClubFloyd), "tongs" 		
CF | Done. 		
CF | 		
CF | A woman in the gallery yawns. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x bread basket" 		
CF | The bone is shaped roughly like a piece of bread. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x man" 		
CF | The body is that of a portly man with a drinker's nose and unattractive 		
CF | bowl cut. The eyes and mouth are open wide -- the former frozen in 		
CF | fear, the latter in delight. Bones now shine from the man's gaping 		
CF | wounds. 		
CF | 		
CF | The gallery bookie waves a handful of bills in your direction and 		
CF | winks. 		
CF | 		
CF | > 		Jacqueline says, "I'm glad I at least linked to the game board so that that description made some sense."
Jacqueline says (to ClubFloyd), "take funny bone with tongs" 		
CF | With both hands full, you clumsily attempt to grab another bone. You 		
CF | fail, although the crowd does the wave in honor of your daredevil 		
CF | attempt. 		
CF | 		
CF | "Entertain us!" shouts a man in the third row. "We tire of your 		
CF | patience!" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drop bread basket" 		
CF | You drop the bread basket into the bone vat, eliciting a hoarse cry 		
CF | from the gallery. "WE ARE PLEASED. ANOTHER!" 		
CF | 		
CF | > 		Jacqueline says, "Operating: Blood Sport"
		Knight_Otu says, "There was.. right, that works, too."
Jacqueline says (to ClubFloyd), "take funny bone" 		
CF | What do you want to take that with? 		
CF | 		
CF | > 		Karona says, "If we weren't playing this game, I wouldn't believe it was a thing."
Jacqueline says (to ClubFloyd), "tongs" 		
CF | Done. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x funny bone" 		
CF | The neighborhood dogs would kill for this one. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drop bone" 		
CF | You drop the funny bone into the vat. The gallery cheers. "NUM-BER 		
CF | TWO! NUM-BER TWO!" 		
CF | 		
CF | Congratulations! You have completed the demo version of Operate!, a 		
CF | TextFire release. On-line registration for the full version will be 		
CF | available at [LINK] on or before June 30, 1998. 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		Roger says, "haha awww"
		Jacqueline exclaims, "Aw. This was merely a demo!"
		Knight_Otu says, "That *was* quick."
		Jacqueline says, "(I mean... Thank goodness! This was only a demo!)"
		Roger says, "time to give Dave a hard time the next time he's around"
		Jacqueline says, "Was this Dave? I thought that was 'Text Fyre'"
		Jacqueline says, "Sorry, 'Textfyre' one word."
		Roger says, "hmmm oh maybe"
		Roger says, "that'll make giving him a hard time over it even funnier"
		Jacqueline | The domain textfire.com is for sale.
		Knight_Otu says, "Twenty+ years can have that effect, sadly."
		Jacqueline says, "Yeah, I figured it was that short, which is why I just went for it. I shall happily remove that from our ClubFloyd Suggestions list after today."
		Jacqueline says, "Operate! has an impressive three stars on IFDB."
		Jacqueline says, "I may feel the need to pull that down a touch."
		Knight_Otu says, "I mean... I'm not sure what I mean."
		Jacqueline says, "Huh. So, just looking at what's new on IFDB and there's a nice review of a game that... only runs on Android phones."
		Jacqueline | [LINK]
		Jacqueline says, "(In case anyone has an Android OS)"
		Knight_Otu says, "Well, it's a market."
		Jacqueline says, "Yeah. Just surprised someone would release on one store and not the other I guess."
		Jacqueline says, "I'm kind of in the mood for another bite-sized thing."
		Knight_Otu says, "Anything else short? Micropuzzle sounds like one at least."
		Jacqueline says, "Just having trouble finding, like, a list of very short games."
		Jacqueline says, "Oh, yeah. Possibly."
		Jacqueline says, "(But I am suspicious._"
		Jacqueline says, "(But I am suspicious.)"
		Jacqueline says, "One sec. It's not loaded on Floyd. I shall get it."
		Jacqueline | A mostly-faithful (and hence somewhat dated) recreation of the 1984 type-in BASIC game Micro Puzzle, originally published in Weird Computer Games by Usborne.
		Jacqueline says, "Also, it has disturbing coverart, but I'll try not to look at that while I download the game."
		Jacqueline | [LINK]
		Knight_Otu says, "Annoyed kitty is annoyed."
Jacqueline says (to ClubFloyd), "load sleepmask micropuzzle" 		
CF ] 0 points Front Room 1 turn 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Just some quick housekeeping to make sure you can read the text 		
CF | correctly. 		
CF | Do you see a dash and bullet here: — • (yes) or do you see 		
CF | something 		
CF | else (no)? 		
Jacqueline says (to ClubFloyd), "yes" 		
CF ] 0 points Front Room 1 turn 		
CF | 		
CF | 		
CF | What's happened? 		
CF | Where are you? 		
CF | Everything appears fairly normal, though you do feel a bit sick. 		
CF | Better take a look around and see if you can find out what's going on. 		
CF | 		
CF | Micropuzzle 		
CF | A Diminutive Adventure by Gavin Lambert 		
CF | Based on a BASIC program written by Les Howarth 		
CF | From the book Weird Computer Games copyright © 1984 Usborne 		
CF | Publishing Ltd. 		
CF | Release 1 / Serial number 200511 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | You awaken... 		
CF | 		
CF | Front Room 		
CF | You are in a yellow front room. Sunlight streams in through the open 		
CF | door and windows. 		
CF | 		
CF | You can go east and west from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] 0 points Front Room 2 turns 		
CF | 		
CF | > X ME 		
CF | 		
CF | Other than the slight sense of nausea, you're looking and feeling 		
CF | entirely normal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] 0 points Front Room 3 turns 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x windows" 		
CF ] 0 points Front Room 4 turns 		
CF | 		
CF | > X WINDOWS 		
CF | 		
CF | Several glass windows line the walls of this room, bringing in a lot 		
CF | of natural light into the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] 0 points Front Room 5 turns 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | The front door stands open, but otherwise unremarkable. 		
CF | 		
CF | > 		Knight_Otu asks, "East? West?"
		Jacqueline says, "either"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 0 points By the Television 6 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | By the Television 		
CF | You are by a TV set and recorder. 		
CF | 		
CF | You can go north and west to Front Room from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tv" 		
CF ] 0 points By the Television 7 turns 		
CF | 		
CF | > X TV 		
CF | 		
CF | Wait a minute, this isn't a television at all! 		
CF | 		
CF | Just a box with a photo stuck onto it. It's sitting on top of a VCR. 		
CF | 		
CF | > 		Knight_Otu blinks.
Knight_Otu says (to ClubFloyd), "x recorder" 		
CF ] 0 points By the Television 8 turns 		
CF | 		
CF | > X RECORDER 		
CF | 		
CF | A micro cassette tape is sitting partially ejected from the front of 		
CF | the VCR. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tape" 		
CF ] 0 points By the Television 9 turns 		
CF | 		
CF | > X TAPE 		
CF | 		
CF | A standard micro-VHS cassette. It does have some labels on it, but 		
CF | they are all blank. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] 1 point By the Television 10 turns 		
CF | 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		Knight_Otu says, "Oh, hey, score."
Knight_Otu says (to ClubFloyd), "x photo" 		
CF ] 1 point By the Television 10 turns 		
CF | 		
CF | > X PHOTO 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] 1 point By the Television 10 turns 		
CF | 		
CF | > X BOX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tv" 		
CF ] 1 point By the Television 11 turns 		
CF | 		
CF | > X TV 		
CF | 		
CF | Just a box with a photo stuck onto it. It's sitting on top of a VCR. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] 1 point By the Television 12 turns 		
CF | 		
CF | > GET IT 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		Jacqueline says, "um"
Jacqueline says (to ClubFloyd), "x photograph" 		
CF ] 1 point By the Television 12 turns 		
CF | 		
CF | > X PHOTOGRAPH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Just trying things."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] 1 point By the Television 13 turns 		
CF | 		
CF | > L 		
CF | 		
CF | By the Television 		
CF | You are by a fake TV set and recorder. 		
CF | 		
CF | You can go north and west to Front Room from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "m" 		
CF ] 1 point By the Television 13 turns 		
CF | 		
CF | > M 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 1 point Kitchen 14 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You are in the kitchen. The lighting is a bit more subdued back here. 		
CF | 		
CF | You can go south to By the Television and west from here. 		
CF | 		
CF | > 		Jacqueline says, "Yeah. Just... well, I guess the point of the photo is that the TV is fake, not that the photo is otherwise important. Just was surprised it wasn't implemented."
Knight_Otu says (to ClubFloyd), "x lighting" 		
CF ] 1 point Kitchen 14 turns 		
CF | 		
CF | > X LIGHTING 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, if it's faithful to a basic game, we probably shouldn't expect it to be."
		Knight_Otu says, "*BASIC"
		Jacqueline says, "Right"
Knight_Otu says (to ClubFloyd), "x kitchen" 		
CF ] 1 point Kitchen 15 turns 		
CF | 		
CF | > X KITCHEN 		
CF | 		
CF | Just like the television in the other room, everything here looks 		
CF | pretty normal enough for a kitchen — a stove, hobtops, a fridge, some 		
CF | cabinets — except that it's all just mock-ups of some kind. Nothing 		
CF | opens or works. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stove" 		
CF ] 1 point Kitchen 16 turns 		
CF | 		
CF | > X STOVE 		
CF | 		
CF | Just like the television in the other room, everything here looks 		
CF | pretty normal enough for a kitchen — a stove, hobtops, a fridge, some 		
CF | cabinets — except that it's all just mock-ups of some kind. Nothing 		
CF | opens or works. 		
CF | 		
CF | > 		Roger says, "I've seen stovetop and hob before, but not hobtop"
Jacqueline says (to ClubFloyd), "open fridge" 		
CF ] 1 point Kitchen 17 turns 		
CF | 		
CF | > OPEN FRIDGE 		
CF | 		
CF | They aren't something you can open. 		
CF | 		
CF | > 		Knight_Otu says, "As long it's not a hobgoblin."
		Jacqueline says, "Perhaps the micropuzzle is that everything is a mockup, made of paper, and we should light it all on fire and watch it disappear."
		Jacqueline says, "I do not know why I thought that."
		Knight_Otu says, "That would be more of a pyropuzzle."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 1 point Storage Room 18 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Storage Room 		
CF | You are in a slightly musty storage room. Somewhat surprisingly, very 		
CF | few things appear to actually be stored here. 		
CF | 		
CF | You can see a spool of thread here. 		
CF | 		
CF | You can go east to Kitchen and west from here. 		
CF | 		
CF | > 		Jacqueline says, "hee"
Knight_Otu says (to ClubFloyd), "x thread" 		
CF ] 1 point Storage Room 19 turns 		
CF | 		
CF | > X THREAD 		
CF | 		
CF | It's obviously a long spool of thread, but it seems thick enough to 		
CF | qualify as a rope. 		
CF | 		
CF | > 		Jacqueline exclaims, "Thread!"
		Jacqueline exclaims, "I mean... rope!"
		Knight_Otu asks, "Is it paper-thread?"
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] 2 points Storage Room 20 turns 		
CF | 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		Jacqueline says, "No. It is real rope-thread."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 2 points Hallway 21 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are at the back of a dimly-lit hallway leading to a side exit from 		
CF | the house. 		
CF | 		
CF | You can go south, east to Storage Room, and west from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hallway" 		
CF ] 2 points Hallway 21 turns 		
CF | 		
CF | > X HALLWAY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 2 points Edge of Table 22 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Edge of Table 		
CF | You are on the edge of a high table. 		
CF | 		
CF | A small hunk of cheese rests on an over-sized plate nearby. 		
CF | 		
CF | You can go south and east to Hallway from here. 		
CF | 		
CF | It is at this moment that you realise what seemed odd about the house 		
CF | you were just in. While its size seemed normal to you at first, you 		
CF | can now see that it is just a dollhouse sitting on a table inside a 		
CF | much larger house — and you're also standing on that giant table 		
CF | yourself. 		
CF | 		
CF | > 		Knight_Otu says, "So that's why it's a *micro*puzzle."
Knight_Otu says (to ClubFloyd), "x plate" 		
CF ] 2 points Edge of Table 23 turns 		
CF | 		
CF | > X PLATE 		
CF | 		
CF | An entirely unremarkable stoneware plate, apart from its size. 		
CF | 		
CF | On the plate is some cheese. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cheese" 		
CF ] 2 points Edge of Table 24 turns 		
CF | 		
CF | > X CHEESE 		
CF | 		
CF | It's plain and yellow, pretty standard for cheese I guess. Looks in 		
CF | perfectly fine condition; hasn't started to go stale at all. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] 3 points Edge of Table 25 turns 		
CF | 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		Jacqueline says, "aha"
		Knight_Otu says, "Just casually stealing some giant's cheese."
		Jacqueline asks, "We ... took the giant cheese?"
		Knight_Otu says, "So it seems."
		Jacqueline asks, "Are we a mouse?"
		Knight_Otu says, "Didn't seem that way."
		Knight_Otu says, "I guess we'll know if we start saying cheeeese each turn"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 3 points Base of Tree 26 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Base of Tree 		
CF | You are at the base of a tall plastic tree on the edge of a high 		
CF | table. 		
CF | 		
CF | You can go north to Edge of Table and east from here. 		
CF | 		
CF | > 		Jacqueline says, "I mean, I'll give it a point for an interesting twist, I guess. Now we just need to take all these treasures back to the trophy case in the living room."
Knight_Otu says (to ClubFloyd), "x tree" 		
CF ] 3 points Base of Tree 27 turns 		
CF | 		
CF | > X TREE 		
CF | 		
CF | It may be entirely made of plastic, but it towers above you, looking 		
CF | as sturdy as a real tree. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb it" 		
CF ] 3 points Base of Tree 28 turns 		
CF | 		
CF | > CLIMB IT 		
CF | 		
CF | It is too smooth to climb. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
		Jacqueline says, "Darn"
Knight_Otu says (to ClubFloyd), "shake tree" 		
CF ] 3 points Base of Tree 28 turns 		
CF | 		
CF | > SHAKE TREE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 3 points Outside the House 29 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the House 		
CF | You are outside the open door of a dollhouse, but at a scale matching 		
CF | your own. 		
CF | 		
CF | You can go north to Hallway, east to Front Room, and west to Base of 		
CF | Tree from here. 		
CF | 		
CF | > 		Jacqueline says, "Oh no. I just remembered... THE COVER ART"
		Knight_Otu asks, "Big kitty coming up?"
		Jacqueline says, "Possibly, yeah. Big angry kitty."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 3 points Front Room 30 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Front Room 		
CF | You are in a yellow front room. Artificial light streams in through 		
CF | the open door and windows. 		
CF | 		
CF | You can go east to By the Television and west to Outside the House 		
CF | from here. 		
CF | 		
CF | > 		Knight_Otu says, "I think we've seem the obvious exits."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 3 points Outside the House 31 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the House 		
CF | You are outside the open door of a dollhouse, but at a scale matching 		
CF | your own. 		
CF | 		
CF | You can go north to Hallway, east to Front Room, and west to Base of 		
CF | Tree from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 3 points Base of Tree 32 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Base of Tree 		
CF | You are at the base of a tall plastic tree on the edge of a high 		
CF | table. 		
CF | 		
CF | You can go north to Edge of Table and east to Outside the House from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tie rope to tree" 		
CF ] 3 points Base of Tree 33 turns 		
CF | 		
CF | > TIE ROPE TO TREE 		
CF | 		
CF | You throw the thread up over a branch on the plastic tree and tie it 		
CF | back to itself, securely fastening it. After throwing the rest of the 		
CF | thread into the depths below, you quickly test it, and are confident 		
CF | that it'll hold your weight. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] 3 points Base of Tree 34 turns 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some cheese 		
CF | a cassette 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb rope" 		
CF ] 3 points Base of Tree 34 turns 		
CF | 		
CF | > CLIMB ROPE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] 3 points Railway Siding 35 turns 		
CF | 		
CF | > D 		
CF | 		
CF | (climbing down the thread) 		
CF | 		
CF | Railway Siding 		
CF | You are by a railway siding. The rail loops back around to the south 		
CF | at this point. 		
CF | 		
CF | You can go north, south, and up climbing the tied thread to Base of 		
CF | Tree from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rail" 		
CF ] 3 points Railway Siding 36 turns 		
CF | 		
CF | > X RAIL 		
CF | 		
CF | Metal rails on a plastic base. If not for the size, you'd easily 		
CF | recognise it as coming from a model railway kit. 		
CF | 		
CF | > 		Knight_Otu asks, "Who shrunk us?"
		Jacqueline says, "Possibly no one."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 3 points Outside the Mousehole 37 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Outside the Mousehole 		
CF | You are at a mousehole in a corner of the room. 		
CF | 		
CF | You can go south to Railway Siding and inside from here. 		
CF | 		
CF | > 		Jacqueline says, "Possibly we were manufactured this way."
Knight_Otu says (to ClubFloyd), "x mousehole" 		
CF ] 3 points Outside the Mousehole 38 turns 		
CF | 		
CF | > X MOUSEHOLE 		
CF | 		
CF | You imagine it's probably a regular-sized mousehole, but at your 		
CF | current scale it's quite large enough to squeeze yourself inside. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] 3 points Outside the Mousehole 39 turns 		
CF | 		
CF | > X ME 		
CF | 		
CF | Well, you still look like your normal self as far as you can tell, but 		
CF | judging by the size of things around you, you've shrunk to a fraction 		
CF | of your original size. The good news is that the nausea seems to have 		
CF | mostly worn off now too. 		
CF | 		
CF | > 		Jacqueline says, "Oh"
Knight_Otu says (to ClubFloyd), "in" 		
CF ] 3 points Inside the Mousehole 40 turns 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside the Mousehole 		
CF | You are inside the mousehole. It is very dark in here. 		
CF | 		
CF | You can go south and outside to Outside the Mousehole from here. 		
CF | 		
CF | > 		Jacqueline says, "Right. The nausea."
		Knight_Otu says, "The x me was updated."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 3 points Dark Smelly Tunnel 41 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dark Smelly Tunnel 		
CF | You are further down a cold, dark, smelly tunnel. 		
CF | 		
CF | A fierce-looking mouse blocks the tunnel to the south. It stares at 		
CF | you silently, but isn't making any moves. 		
CF | 		
CF | You can go north to Inside the Mousehole and south from here. 		
CF | 		
CF | > 		Jacqueline asks, "what happens if we eat the cheese? Is it like... Alice in Wonderland cheese?"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 3 points Inside the Mousehole 40 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Inside the Mousehole 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Knight_Otu says, "Well, we found the probable recipient of the cheese."
Knight_Otu says (to ClubFloyd), "eat cheese" 		
CF ] 1 point Inside the Mousehole 41 turns 		
CF | 		
CF | > EAT CHEESE 		
CF | 		
CF | You munch on the cheese for a bit. It was indeed quite tasty, and you 		
CF | feel refreshed. 		
CF | 		
CF | [Your score has just gone down by two points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 3 points Inside the Mousehole 40 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Inside the Mousehole 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "Hrm yeah. That's true -- okay, yeah. Hard undo."
		Knight_Otu says, "Score drop."
		Jacqueline says, "If only life gave us such contextual clues."
		Jacqueline says, "After that conversation with your boss, your score has gone down by 5 points."
		Knight_Otu says, "That is a good part of a score system."
		Knight_Otu says, "Of course, it requires the score system to align with our morals and to be well-implemented."
		Jacqueline nods. "Do our morals include luring mice with the cheese?"
		Knight_Otu says, "Adventure game scoring systems would reward us for bank robbery."
		Jacqueline says, "Heh. True."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 3 points Dark Smelly Tunnel 41 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dark Smelly Tunnel 		
CF | You are further down a cold, dark, smelly tunnel. 		
CF | 		
CF | A fierce-looking mouse blocks the tunnel to the south. It stares at 		
CF | you silently, but isn't making any moves. 		
CF | 		
CF | You can go north to Inside the Mousehole and south from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mouse" 		
CF ] 3 points Dark Smelly Tunnel 42 turns 		
CF | 		
CF | > X MOUSE 		
CF | 		
CF | It's too dark in here to make out many details, but you think it has 		
CF | white fur and red eyes. It's definitely not looking pleased to see 		
CF | you, however. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to mouse" 		
CF ] 3 points Dark Smelly Tunnel 42 turns 		
CF | 		
CF | > TALK TO MOUSE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show cheese to mouse" 		
CF ] 3 points Dark Smelly Tunnel 43 turns 		
CF | 		
CF | > SHOW CHEESE TO MOUSE 		
CF | 		
CF | The mouse's nose quivers. It seems excited. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "give cheese to mouse" 		
CF ] 4 points Dark Smelly Tunnel 44 turns 		
CF | 		
CF | > GIVE CHEESE TO MOUSE 		
CF | 		
CF | The mouse's eyes fix on the cheese as it falls. It quickly lunges 		
CF | forward, bites into the cheese with its teeth, and runs off into the 		
CF | darkness, leaving the way south clear. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 4 points End of the Tunnel 45 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | End of the Tunnel 		
CF | You are at the end of a dark tunnel. A welcoming light spills in from 		
CF | the exit. 		
CF | 		
CF | You can go north to Dark Smelly Tunnel and outside from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] 4 points Toolshelf 46 turns 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Toolshelf 		
CF | You are on a shelf of disturbing tools — there is a stool nearby. 		
CF | 		
CF | You can see a bottle (with a fly buzzing idly around inside) here. 		
CF | 		
CF | You can go down to Stepstool and inside to End of the Tunnel from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bottle" 		
CF ] 4 points Toolshelf 47 turns 		
CF | 		
CF | > X BOTTLE 		
CF | 		
CF | A simple glass bottle (currently closed). I suppose it must be pretty 		
CF | small in reality, but to you it's hefty enough, though still 		
CF | carryable. 		
CF | 		
CF | A fly is buzzing idly about inside the bottle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fly" 		
CF ] 4 points Toolshelf 48 turns 		
CF | 		
CF | > X FLY 		
CF | 		
CF | A fly is buzzing idly about inside the bottle. 		
CF | 		
CF | > 		Knight_Otu says, "I think I want to explore the rest of the rail system first."
		Jacqueline says, "mmkay"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 4 points End of the Tunnel 49 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | End of the Tunnel 		
CF | You are at the end of a dark tunnel. A welcoming light spills in from 		
CF | the exit. 		
CF | 		
CF | You can go north to Dark Smelly Tunnel and outside to Toolshelf from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 4 points Dark Smelly Tunnel 50 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Dark Smelly Tunnel 		
CF | You are further down a cold, dark, smelly tunnel. 		
CF | 		
CF | You can go north to Inside the Mousehole and south to End of the 		
CF | Tunnel from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 4 points Inside the Mousehole 51 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Inside the Mousehole 		
CF | You are inside the mousehole. It is very dark in here. 		
CF | 		
CF | You can go south to Dark Smelly Tunnel and outside to Outside the 		
CF | Mousehole from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] 4 points Outside the Mousehole 52 turns 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the Mousehole 		
CF | You are at a mousehole in a corner of the room. 		
CF | 		
CF | You can go south to Railway Siding and inside to Inside the Mousehole 		
CF | from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 4 points Railway Siding 53 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Railway Siding 		
CF | You are by a railway siding. The rail loops back around to the south 		
CF | at this point. 		
CF | 		
CF | You can go north to Outside the Mousehole, south, and up climbing the 		
CF | tied thread to Base of Tree from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 4 points Railway Switch 54 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go north to Railway Siding and east from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x train" 		
CF ] 4 points Railway Switch 55 turns 		
CF | 		
CF | > X TRAIN 		
CF | 		
CF | A model train, made almost entirely of metal with a few pieces of 		
CF | plastic, standing roughly as tall as you are at the moment. 		
CF | 		
CF | > 		Jacqueline asks, "Can we drive the train??"
		Jacqueline says, "ooh ooh ooh"
		Knight_Otu says, "I suspect so."
		Jacqueline jumps up and down.
Knight_Otu says (to ClubFloyd), "x switch" 		
CF ] 4 points Railway Switch 56 turns 		
CF | 		
CF | > X SWITCH 		
CF | 		
CF | It is currently switched to the left. 		
CF | 		
CF | The switch is currently switched off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter train" 		
CF ] 4 points Railway Switch 57 turns 		
CF | 		
CF | > ENTER TRAIN 		
CF | 		
CF | You get onto the model train. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn switch" 		
CF ] 4 points Railway Switch 58 turns 		
CF | 		
CF | > TURN SWITCH 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF ] 4 points Railway Switch 59 turns 		
CF | 		
CF | > SWITCH SWITCH 		
CF | 		
CF | You can't quite reach it while onboard the train. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] 4 points Railway Switch 60 turns 		
CF | 		
CF | > OUT 		
CF | 		
CF | You get off the model train. 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go north to Railway Siding and east from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF ] 4 points Railway Switch 61 turns 		
CF | 		
CF | > SWITCH SWITCH 		
CF | 		
CF | You pull the switch to the right. The train swiftly chugs away and 		
CF | disappears into a tunnel. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Knight_Otu exclaims, "WAIT, TRAIN!"
Knight_Otu says (to ClubFloyd), "x tunnel" 		
CF ] 4 points Railway Switch 61 turns 		
CF | 		
CF | > X TUNNEL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] 4 points Railway Switch 62 turns 		
CF | 		
CF | > L 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | You can go north to Railway Siding and east from here. 		
CF | 		
CF | > 		Jacqueline asks, "Undo?"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 4 points Railway Switch 61 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Railway Switch 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 4 points Railway Switch 61 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Railway Switch 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] 4 points Railway Switch 62 turns 		
CF | 		
CF | > L 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | You can go north to Railway Siding and east from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 4 points Railway Switch 61 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Railway Switch 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 4 points Railway Switch 60 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Railway Switch 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] 4 points Railway Switch 61 turns 		
CF | 		
CF | > L 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go north to Railway Siding and east from here. 		
CF | 		
CF | > 		Jacqueline says, "phew"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 4 points Winding Track 62 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Winding Track 		
CF | You are alongside the winding track. 		
CF | 		
CF | You can go east and west to Railway Switch from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 4 points End of the Line 63 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | End of the Line 		
CF | You are at the end of the line - the track disappears through a hole 		
CF | in the wall. 		
CF | 		
CF | You can see a key here. 		
CF | 		
CF | You can go west to Winding Track from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] 5 points End of the Line 64 turns 		
CF | 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hole" 		
CF ] 5 points End of the Line 65 turns 		
CF | 		
CF | > X HOLE 		
CF | 		
CF | It's set higher in the wall, and you can't reach it. But the track 		
CF | appears to spiral up the wall and continue on through it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x key" 		
CF ] 5 points End of the Line 66 turns 		
CF | 		
CF | > X KEY 		
CF | 		
CF | An ordinary key — albeit one that's larger than you are. 		
CF | The number "111" is engraved on it. 		
CF | 		
CF | > 		Jacqueline says, "I wonder if ... I mean, it seems slightly ambitious for a game of this era for us to be able to board the train and hit the switch with something long like a pole or something, but maybe."
		Knight_Otu says, "It seems ambitious, yes."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 5 points Winding Track 67 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Winding Track 		
CF | You are alongside the winding track. 		
CF | 		
CF | You can go east to End of the Line and west to Railway Switch from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 5 points Railway Switch 68 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go north to Railway Siding and east to Winding Track from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter train" 		
CF ] 5 points Railway Switch 69 turns 		
CF | 		
CF | > ENTER TRAIN 		
CF | 		
CF | You get onto the model train. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch with key" 		
CF ] 5 points Railway Switch 69 turns 		
CF | 		
CF | > SWITCH SWITCH WITH KEY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] 5 points Railway Switch 70 turns 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a key 		
CF | a cassette 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] 5 points Railway Switch 71 turns 		
CF | 		
CF | > STAND 		
CF | 		
CF | You get off the model train. 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go north to Railway Siding and east to Winding Track from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 5 points Railway Siding 72 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Railway Siding 		
CF | You are by a railway siding. The rail loops back around to the south 		
CF | at this point. 		
CF | 		
CF | You can go north to Outside the Mousehole, south to Railway Switch, 		
CF | and up climbing the tied thread to Base of Tree from here. 		
CF | 		
CF | A distant alarm klaxon sounds briefly, and a robotic voice announces, 		
CF | "System failsafe triggered. Maximiser will self-destruct in 30 		
CF | minutes." 		
CF | 		
CF | > 		Knight_Otu exclaims, "WAH!"
		Jacqueline asks, "What?"
		Jacqueline asks, "How?"
		Knight_Otu says, "I don't know."
		Roger says, "I would guess it's a turn-count thing"
		Knight_Otu says, "Maybe it... right."
		Knight_Otu says, "What Roger said."
		Knight_Otu says, "I guess we try the mouse tunnels for now."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 5 points Outside the Mousehole 73 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Outside the Mousehole 		
CF | You are at a mousehole in a corner of the room. 		
CF | 		
CF | You can go south to Railway Siding and inside to Inside the Mousehole 		
CF | from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] 5 points Outside the Mousehole 74 turns 		
CF | 		
CF | > IN 		
CF | 		
CF | The key is too large to fit through the mousehole. 		
CF | 		
CF | > 		Knight_Otu says, "Ah."
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 5 points Outside the Mousehole 73 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Outside the Mousehole 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 5 points Railway Siding 72 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Railway Siding 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 5 points Railway Switch 71 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Railway Switch 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put key on train" 		
CF ] 5 points Railway Switch 72 turns 		
CF | 		
CF | > PUT KEY ON TRAIN 		
CF | 		
CF | You put the key on the model train. 		
CF | 		
CF | A distant alarm klaxon sounds briefly, and a robotic voice announces, 		
CF | "System failsafe triggered. Maximiser will self-destruct in 30 		
CF | minutes." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF ] 5 points Railway Switch 73 turns 		
CF | 		
CF | > SWITCH SWITCH 		
CF | 		
CF | You pull the switch to the right. The train swiftly chugs away and 		
CF | disappears into a tunnel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 5 points Railway Siding 74 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Railway Siding 		
CF | You are by a railway siding. The rail loops back around to the south 		
CF | at this point. 		
CF | 		
CF | You can go north to Outside the Mousehole, south to Railway Switch, 		
CF | and up climbing the tied thread to Base of Tree from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 5 points Outside the Mousehole 75 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Outside the Mousehole 		
CF | You are at a mousehole in a corner of the room. 		
CF | 		
CF | You can go south to Railway Siding and inside to Inside the Mousehole 		
CF | from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] 5 points Inside the Mousehole 76 turns 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside the Mousehole 		
CF | You are inside the mousehole. It is very dark in here. 		
CF | 		
CF | You can go south to Dark Smelly Tunnel and outside to Outside the 		
CF | Mousehole from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 5 points Dark Smelly Tunnel 77 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dark Smelly Tunnel 		
CF | You are further down a cold, dark, smelly tunnel. 		
CF | 		
CF | You can go north to Inside the Mousehole and south to End of the 		
CF | Tunnel from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 5 points End of the Tunnel 78 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | End of the Tunnel 		
CF | You are at the end of a dark tunnel. A welcoming light spills in from 		
CF | the exit. 		
CF | 		
CF | You can go north to Dark Smelly Tunnel and outside to Toolshelf from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] 5 points Toolshelf 79 turns 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Toolshelf 		
CF | You are on a shelf of disturbing tools — there is a stool nearby. 		
CF | 		
CF | You can see a bottle (with a fly buzzing idly around inside) here. 		
CF | 		
CF | You can go down to Stepstool and inside to End of the Tunnel from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bottle" 		
CF ] 6 points Toolshelf 80 turns 		
CF | 		
CF | > GET BOTTLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] 6 points Stepstool 81 turns 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Stepstool 		
CF | You are on a short wooden step stool. 		
CF | 		
CF | You are confronted by a large cat. 		
CF | 		
CF | You can go up to Toolshelf and down from here. 		
CF | 		
CF | > 		Knight_Otu says, "Hey there kitty."
		Jacqueline says, "Hey there kitty"
		Jacqueline says, "I'm sure the cat is friendly."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] 6 points Stepstool 82 turns 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a bottle (closed) 		
CF | a fly 		
CF | a cassette 		
CF | 		
CF | > 		Jacqueline says, "Totally friendly."
Knight_Otu says (to ClubFloyd), "x cat" 		
CF ] 6 points Stepstool 83 turns 		
CF | 		
CF | > X CAT 		
CF | 		
CF | An enormous tabby cat, curled up across the entire first rung down the 		
CF | stepstool, though not asleep. She doesn't appear interested in you — 		
CF | for now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] 6 points Stepstool 83 turns 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] 6 points Stepstool 84 turns 		
CF | 		
CF | > D 		
CF | 		
CF | The cat shows no inclination to vacate her seat, and will not let you 		
CF | pass. 		
CF | 		
CF | > 		Jacqueline says, "Good use of save, I think."
Knight_Otu says (to ClubFloyd), "open bottle" 		
CF ] 7 points Stepstool 85 turns 		
CF | 		
CF | > OPEN BOTTLE 		
CF | 		
CF | A loudly buzzing fly flies out -- and the cat chases after it! 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		Knight_Otu says, "Hah."
		Jacqueline says, "Nice"
Knight_Otu says (to ClubFloyd), "d" 		
CF ] 7 points Box of Electronics 86 turns 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Box of Electronics 		
CF | You are on the floor, standing on an overturned box of broken 		
CF | electronic parts. 		
CF | 		
CF | You can go east and up to Stepstool from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x parts" 		
CF ] 7 points Box of Electronics 86 turns 		
CF | 		
CF | > X PARTS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 7 points Hole in the Wall 87 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hole in the Wall 		
CF | You are at a hole in the wall, from which a railway line emerges. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | On the model train is a key. 		
CF | 		
CF | You can go east and west to Box of Electronics from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] 7 points Hole in the Wall 88 turns 		
CF | 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "Thank you, faithful train."
		Jacqueline says, "Yeah"
		Jacqueline says, "Good job on that, KO"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 7 points Base of Chair 89 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north, east, and west to Hole in the Wall from here. 		
CF | 		
CF | > 		Knight_Otu says, "Fork in the path."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 7 points Security Room 90 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Security Room 		
CF | You are below a whole wall of oversized video screens. 		
CF | 		
CF | You can see a remote control here. 		
CF | 		
CF | You can go south to Base of Chair from here. 		
CF | 		
CF | > 		Jacqueline says, "Security room. huh"
Knight_Otu says (to ClubFloyd), "x remote" 		
CF ] 7 points Security Room 91 turns 		
CF | 		
CF | > X REMOTE 		
CF | 		
CF | There is a single big red button on the remote control. 		
CF | 		
CF | > 		Jacqueline says, "PUSH IT"
		Jacqueline says, "Maybe save first"
		Jacqueline says, "I guess we have undo"
		Knight_Otu says, "Oh dear, big red buttons."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] 7 points Security Room 91 turns 		
CF | Ok. 		
CF | 		
CF | > 		Jacqueline says, "Yeah. Big red buttons are the best."
		Knight_Otu says, "Unless it catapults us out of the game."
		Jacqueline says, "heh"
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] 7 points Security Room 92 turns 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You press the button, but nothing much seems to happen. Maybe you 		
CF | need to be more specific about what you're trying to control with it? 		
CF | 		
CF | > 		Jacqueline says, "huh"
Knight_Otu says (to ClubFloyd), "x screens" 		
CF ] 7 points Security Room 93 turns 		
CF | 		
CF | > X SCREENS 		
CF | 		
CF | The screens are displaying various security camera angles — mostly of 		
CF | places you've already seen, although a few are unfamiliar to you at 		
CF | the moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get remote" 		
CF ] 8 points Security Room 94 turns 		
CF | 		
CF | > GET REMOTE 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] 8 points Security Room 95 turns 		
CF | 		
CF | > L 		
CF | 		
CF | Security Room 		
CF | You are below a whole wall of oversized video screens. 		
CF | 		
CF | You can go south to Base of Chair from here. 		
CF | 		
CF | > 		Roger says, "on one hand that makes no sense"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 8 points Base of Chair 96 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east, and west to Hole in the Wall 		
CF | from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 8 points Terminal Desk 97 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north and west to Base of Chair from here. 		
CF | 		
CF | > 		Roger says, "on the other, a lifetime of experience of watching people very-emphatically point a remote control at things"
Knight_Otu says (to ClubFloyd), "x lock" 		
CF ] 8 points Terminal Desk 98 turns 		
CF | 		
CF | > X LOCK 		
CF | 		
CF | A large keyhole is set into the side of the terminal near the 		
CF | keyboard. It is empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 8 points Terminal Desk 97 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Terminal Desk 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "oho lock"
Knight_Otu says (to ClubFloyd), "put key in keyhole" 		
CF ] 8 points Terminal Desk 98 turns 		
CF | 		
CF | > PUT KEY IN KEYHOLE 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | > 		Jacqueline asks, "Just unlock?"
Knight_Otu says (to ClubFloyd), "unlock terminal with key" 		
CF ] 9 points Terminal Desk 99 turns 		
CF | 		
CF | > UNLOCK TERMINAL WITH KEY 		
CF | 		
CF | After quite a bit of manhandling, you are able to manoeuvre the key 		
CF | into the keyhole and turn it. Gratifyingly, the terminal lights up. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		Knight_Otu says, "Yep."
		Knight_Otu says, "The "It is empty" made me do it."
Knight_Otu says (to ClubFloyd), "x terminal" 		
CF ] 9 points Terminal Desk 100 turns 		
CF | 		
CF | > X TERMINAL 		
CF | 		
CF | A cursor is blinking away, obviously waiting for input. 		
CF | 		
CF | The terminal is currently switched on. 		
CF | 		
CF | > 		Jacqueline nods.
Knight_Otu says (to ClubFloyd), "put cassete in terminal" 		
CF ] 9 points Terminal Desk 100 turns 		
CF | 		
CF | > PUT CASSETE IN TERMINAL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] 9 points Terminal Desk 101 turns 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a remote control 		
CF | a bottle (open but empty) 		
CF | a cassette 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put cassette in terminal" 		
CF ] 9 points Terminal Desk 101 turns 		
CF | 		
CF | > PUT CASSETTE IN TERMINAL 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | 		
CF | 		
CF | *** KABOOM *** 		
CF | 		
CF | 		
CF | You have run out of time. The maximiser has self-destructed. 		
CF | 		
CF | In that game you scored 9 out of a possible 20, in 101 turns. 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | > 		Knight_Otu says, "I think we restart."
		Jacqueline says, "Well okay then."
		Jacqueline says, "Yeah."
		Jacqueline says, "Speed-run."
		Knight_Otu says, "We'll have more... right."
Knight_Otu says (to ClubFloyd), "restart" 		
CF ] 0 points Front Room 1 turn 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Just some quick housekeeping to make sure you can read the text 		
CF | correctly. 		
CF | Do you see a dash and bullet here: — • (yes) or do you see 		
CF | something 		
CF | else (no)? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 0 points Front Room 1 turn 		
CF | 		
CF | 		
CF | What's happened? 		
CF | Where are you? 		
CF | Everything appears fairly normal, though you do feel a bit sick. 		
CF | Better take a look around and see if you can find out what's going on. 		
CF | 		
CF | Micropuzzle 		
CF | A Diminutive Adventure by Gavin Lambert 		
CF | Based on a BASIC program written by Les Howarth 		
CF | From the book Weird Computer Games copyright © 1984 Usborne 		
CF | Publishing Ltd. 		
CF | Release 1 / Serial number 200511 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | You awaken... 		
CF | 		
CF | Front Room 		
CF | You are in a yellow front room. Sunlight streams in through the open 		
CF | door and windows. 		
CF | 		
CF | You can go east and west from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 0 points By the Television 2 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | By the Television 		
CF | You are by a TV set and recorder. 		
CF | 		
CF | You can go north and west to Front Room from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x recorder" 		
CF ] 0 points By the Television 3 turns 		
CF | 		
CF | > X RECORDER 		
CF | 		
CF | A micro cassette tape is sitting partially ejected from the front of 		
CF | the VCR. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get tape" 		
CF ] 1 point By the Television 4 turns 		
CF | 		
CF | > GET TAPE 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 1 point Kitchen 5 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You are in the kitchen. The lighting is a bit more subdued back here. 		
CF | 		
CF | You can go south to By the Television and west from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 1 point Storage Room 6 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Storage Room 		
CF | You are in a slightly musty storage room. Somewhat surprisingly, very 		
CF | few things appear to actually be stored here. 		
CF | 		
CF | You can see a spool of thread here. 		
CF | 		
CF | You can go east to Kitchen and west from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get thread" 		
CF ] 2 points Storage Room 7 turns 		
CF | 		
CF | > GET THREAD 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 2 points Hallway 8 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are at the back of a dimly-lit hallway leading to a side exit from 		
CF | the house. 		
CF | 		
CF | You can go south, east to Storage Room, and west from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 2 points Edge of Table 9 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Edge of Table 		
CF | You are on the edge of a high table. 		
CF | 		
CF | A small hunk of cheese rests on an over-sized plate nearby. 		
CF | 		
CF | You can go south and east to Hallway from here. 		
CF | 		
CF | It is at this moment that you realise what seemed odd about the house 		
CF | you were just in. While its size seemed normal to you at first, you 		
CF | can now see that it is just a dollhouse sitting on a table inside a 		
CF | much larger house — and you're also standing on that giant table 		
CF | yourself. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x plate" 		
CF ] 2 points Edge of Table 10 turns 		
CF | 		
CF | > X PLATE 		
CF | 		
CF | An entirely unremarkable stoneware plate, apart from its size. 		
CF | 		
CF | On the plate is some cheese. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get cheese" 		
CF ] 3 points Edge of Table 11 turns 		
CF | 		
CF | > GET CHEESE 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 3 points Base of Tree 12 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Base of Tree 		
CF | You are at the base of a tall plastic tree on the edge of a high 		
CF | table. 		
CF | 		
CF | You can go north to Edge of Table and east from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tie rope to tree" 		
CF ] 3 points Base of Tree 13 turns 		
CF | 		
CF | > TIE ROPE TO TREE 		
CF | 		
CF | You throw the thread up over a branch on the plastic tree and tie it 		
CF | back to itself, securely fastening it. After throwing the rest of the 		
CF | thread into the depths below, you quickly test it, and are confident 		
CF | that it'll hold your weight. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] 3 points Railway Siding 14 turns 		
CF | 		
CF | > D 		
CF | 		
CF | (climbing down the thread) 		
CF | 		
CF | Railway Siding 		
CF | You are by a railway siding. The rail loops back around to the south 		
CF | at this point. 		
CF | 		
CF | You can go north, south, and up climbing the tied thread to Base of 		
CF | Tree from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 3 points Railway Switch 15 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go north to Railway Siding and east from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 3 points Winding Track 16 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Winding Track 		
CF | You are alongside the winding track. 		
CF | 		
CF | You can go east and west to Railway Switch from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 3 points End of the Line 17 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | End of the Line 		
CF | You are at the end of the line - the track disappears through a hole 		
CF | in the wall. 		
CF | 		
CF | You can see a key here. 		
CF | 		
CF | You can go west to Winding Track from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] 4 points End of the Line 18 turns 		
CF | 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 4 points Winding Track 19 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Winding Track 		
CF | You are alongside the winding track. 		
CF | 		
CF | You can go east to End of the Line and west to Railway Switch from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 4 points Railway Switch 20 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Railway Switch 		
CF | You are by a large switch connected to the railway tracks. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go north to Railway Siding and east to Winding Track from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put key on train" 		
CF ] 4 points Railway Switch 21 turns 		
CF | 		
CF | > PUT KEY ON TRAIN 		
CF | 		
CF | You put the key on the model train. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF ] 4 points Railway Switch 22 turns 		
CF | 		
CF | > SWITCH SWITCH 		
CF | 		
CF | You pull the switch to the right. The train swiftly chugs away and 		
CF | disappears into a tunnel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 4 points Railway Siding 23 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Railway Siding 		
CF | You are by a railway siding. The rail loops back around to the south 		
CF | at this point. 		
CF | 		
CF | You can go north, south to Railway Switch, and up climbing the tied 		
CF | thread to Base of Tree from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 4 points Outside the Mousehole 24 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Outside the Mousehole 		
CF | You are at a mousehole in a corner of the room. 		
CF | 		
CF | You can go south to Railway Siding and inside from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] 4 points Inside the Mousehole 25 turns 		
CF | 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside the Mousehole 		
CF | You are inside the mousehole. It is very dark in here. 		
CF | 		
CF | You can go south and outside to Outside the Mousehole from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 4 points Dark Smelly Tunnel 26 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dark Smelly Tunnel 		
CF | You are further down a cold, dark, smelly tunnel. 		
CF | 		
CF | A fierce-looking mouse blocks the tunnel to the south. It stares at 		
CF | you silently, but isn't making any moves. 		
CF | 		
CF | You can go north to Inside the Mousehole and south from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "give cheese to mouse" 		
CF ] 5 points Dark Smelly Tunnel 27 turns 		
CF | 		
CF | > GIVE CHEESE TO MOUSE 		
CF | 		
CF | The mouse's eyes fix on the cheese as it falls. It quickly lunges 		
CF | forward, bites into the cheese with its teeth, and runs off into the 		
CF | darkness, leaving the way south clear. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 5 points End of the Tunnel 28 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | End of the Tunnel 		
CF | You are at the end of a dark tunnel. A welcoming light spills in from 		
CF | the exit. 		
CF | 		
CF | You can go north to Dark Smelly Tunnel and outside from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 5 points Toolshelf 29 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Toolshelf 		
CF | You are on a shelf of disturbing tools — there is a stool nearby. 		
CF | 		
CF | You can see a bottle (with a fly buzzing idly around inside) here. 		
CF | 		
CF | You can go down to Stepstool and inside to End of the Tunnel from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bottle" 		
CF ] 6 points Toolshelf 30 turns 		
CF | 		
CF | > GET BOTTLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] 6 points Stepstool 31 turns 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Stepstool 		
CF | You are on a short wooden step stool. 		
CF | 		
CF | You are confronted by a large cat. 		
CF | 		
CF | You can go up to Toolshelf and down from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open bottle" 		
CF ] 7 points Stepstool 32 turns 		
CF | 		
CF | > OPEN BOTTLE 		
CF | 		
CF | A loudly buzzing fly flies out -- and the cat chases after it! 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] 7 points Box of Electronics 33 turns 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Box of Electronics 		
CF | You are on the floor, standing on an overturned box of broken 		
CF | electronic parts. 		
CF | 		
CF | You can go east and up to Stepstool from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 7 points Hole in the Wall 34 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hole in the Wall 		
CF | You are at a hole in the wall, from which a railway line emerges. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | On the model train is a key. 		
CF | 		
CF | You can go east and west to Box of Electronics from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] 7 points Hole in the Wall 35 turns 		
CF | 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 7 points Base of Chair 36 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north, east, and west to Hole in the Wall from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 7 points Security Room 37 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Security Room 		
CF | You are below a whole wall of oversized video screens. 		
CF | 		
CF | You can see a remote control here. 		
CF | 		
CF | You can go south to Base of Chair from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get remote" 		
CF ] 8 points Security Room 38 turns 		
CF | 		
CF | > GET REMOTE 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 8 points Base of Chair 39 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east, and west to Hole in the Wall 		
CF | from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 8 points Terminal Desk 40 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north and west to Base of Chair from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock terminal with key" 		
CF ] 9 points Terminal Desk 41 turns 		
CF | 		
CF | > UNLOCK TERMINAL WITH KEY 		
CF | 		
CF | After quite a bit of manhandling, you are able to manoeuvre the key 		
CF | into the keyhole and turn it. Gratifyingly, the terminal lights up. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] 9 points Terminal Desk 41 turns 		
CF | Ok. 		
CF | 		
CF | > 		Jacqueline says, "Good deal"
		Knight_Otu says, "There we go."
Knight_Otu says (to ClubFloyd), "x terminal" 		
CF ] 9 points Terminal Desk 42 turns 		
CF | 		
CF | > X TERMINAL 		
CF | 		
CF | A cursor is blinking away, obviously waiting for input. 		
CF | 		
CF | The terminal is currently switched on. 		
CF | 		
CF | > 		Jacqueline says, "So, I was going to make a joke about BASIC programming here, but your approach of using the cassette is probably better."
		Knight_Otu says, "Of course, the terminal doesn't accept the cassette itself."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] 9 points Terminal Desk 43 turns 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a remote control 		
CF | a bottle (open but empty) 		
CF | a cassette 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] 9 points Terminal Desk 44 turns 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You press the button, but nothing much seems to happen. Maybe you 		
CF | need to be more specific about what you're trying to control with it? 		
CF | 		
CF | > 		Jacqueline says, "Oh. I'd missed that in the explosion."
		Knight_Otu says, "Well, we have a save, and a direction to explore further."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 9 points Maximiser Pad 45 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Maximiser Pad 		
CF | You are standing on the Maximiser pad. 		
CF | 		
CF | The business end of the Maximiser looms over you. 		
CF | 		
CF | You can go south to Terminal Desk from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x maximiser" 		
CF ] 9 points Maximiser Pad 46 turns 		
CF | 		
CF | > X MAXIMISER 		
CF | 		
CF | Half ray-gun, half telescope — but your only hope of making it out of 		
CF | this in some semblance of normalcy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x end" 		
CF ] 9 points Maximiser Pad 46 turns 		
CF | 		
CF | > X END 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 9 points Terminal Desk 47 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north to Maximiser Pad and west to Base of Chair from here. 		
CF | 		
CF | > 		Jacqueline asks, "I had also missed that the button is on the remote. So do we need to point the remote at stuff? Like... the maximiser or the screens?"
Knight_Otu says (to ClubFloyd), "point remote at terminal" 		
CF ] 9 points Terminal Desk 48 turns 		
CF | 		
CF | > POINT REMOTE AT TERMINAL 		
CF | 		
CF | Ok, you're now pointing the remote control at the terminal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] 9 points Terminal Desk 49 turns 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You press the button, but nothing happens. Maybe the terminal doesn't 		
CF | care to be remote-controlled? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 9 points Maximiser Pad 50 turns 		
CF | 		
CF | > N 		
CF | 		
CF | (no longer pointing the remote at anything) 		
CF | 		
CF | Maximiser Pad 		
CF | You are standing on the Maximiser pad. 		
CF | 		
CF | The business end of the Maximiser looms over you. 		
CF | 		
CF | You can go south to Terminal Desk from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "point remote at maximiser" 		
CF ] 9 points Maximiser Pad 51 turns 		
CF | 		
CF | > POINT REMOTE AT MAXIMISER 		
CF | 		
CF | Ok, you're now pointing the remote control at the Maximiser. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] 9 points Maximiser Pad 52 turns 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You press the button, but the only reaction is a tired-sounding buzzer 		
CF | coming from the terminal to the south. 		
CF | 		
CF | > 		Knight_Otu says, "Well, that's a little bit of progress."
		Jacqueline says, "yeah"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 9 points Terminal Desk 53 turns 		
CF | 		
CF | > S 		
CF | 		
CF | (no longer pointing the remote at anything) 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north to Maximiser Pad and west to Base of Chair from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 9 points Base of Chair 54 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east to Terminal Desk, and west to 		
CF | Hole in the Wall from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 9 points Security Room 55 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Security Room 		
CF | You are below a whole wall of oversized video screens. 		
CF | 		
CF | You can go south to Base of Chair from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screens" 		
CF ] 9 points Security Room 56 turns 		
CF | 		
CF | > X SCREENS 		
CF | 		
CF | The screens are displaying various security camera angles — mostly of 		
CF | places you've already seen, although a few are unfamiliar to you at 		
CF | the moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 9 points Base of Chair 57 turns 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east to Terminal Desk, and west to 		
CF | Hole in the Wall from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chair" 		
CF ] 9 points Base of Chair 57 turns 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x base" 		
CF ] 9 points Base of Chair 57 turns 		
CF | 		
CF | > X BASE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] 9 points Base of Chair 58 turns 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 9 points Terminal Desk 59 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north to Maximiser Pad and west to Base of Chair from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type maximiser" 		
CF ] 9 points Terminal Desk 60 turns 		
CF | 		
CF | > TYPE MAXIMISER 		
CF | 		
CF | The terminal echoes "MAXIMISER". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type echo" 		
CF ] 9 points Terminal Desk 61 turns 		
CF | 		
CF | > TYPE ECHO 		
CF | 		
CF | The terminal echoes "ECHO". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type echo off" 		
CF ] 9 points Terminal Desk 62 turns 		
CF | 		
CF | > TYPE ECHO OFF 		
CF | 		
CF | The terminal echoes "ECHO OFF". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type power on" 		
CF ] 9 points Terminal Desk 62 turns 		
CF | 		
CF | > TYPE POWER ON 		
CF | 		
CF | What do you want to type on? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "terminal" 		
CF ] 9 points Terminal Desk 63 turns 		
CF | 		
CF | > TERMINAL 		
CF | 		
CF | The terminal echoes "POWER". 		
CF | 		
CF | > 		Knight_Otu says, "I should hsve expected that."
Knight_Otu says (to ClubFloyd), "x remote" 		
CF ] 9 points Terminal Desk 64 turns 		
CF | 		
CF | > X REMOTE 		
CF | 		
CF | There is a single big red button on the remote control. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "type 10 PRINT "JACQUELINE IS AWESOME"" 		
CF ] 9 points Terminal Desk 65 turns 		
CF | 		
CF | > TYPE 10 PRINT "JACQUELINE IS AWESOME" 		
CF | 		
CF | The terminal echoes "10 PRINT "JACQUELINE IS AWESOME"". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "type 20 GOTO 10" 		
CF ] 9 points Terminal Desk 66 turns 		
CF | 		
CF | > TYPE 20 GOTO 10 		
CF | 		
CF | The terminal echoes "20 GOTO 10". 		
CF | 		
CF | > 		Jacqueline says, "oh well"
		Jacqueline exclaims, "oh wait!"
Jacqueline says (to ClubFloyd), "type run" 		
CF ] 9 points Terminal Desk 67 turns 		
CF | 		
CF | > TYPE RUN 		
CF | 		
CF | The terminal echoes "RUN". 		
CF | 		
CF | > 		Jacqueline says, "Okay. Carry on."
		Knight_Otu says, "I don't recall any hints for a terminal."
Knight_Otu says (to ClubFloyd), "x cassette" 		
CF ] 9 points Terminal Desk 68 turns 		
CF | 		
CF | > X CASSETTE 		
CF | 		
CF | A standard micro-VHS cassette. It does have some labels on it, but 		
CF | they are all blank. Although come to think of it, this is at the same 		
CF | scale as the dollhouse, so it must be another model rather than a real 		
CF | cassette. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break it" 		
CF ] 9 points Terminal Desk 69 turns 		
CF | 		
CF | > BREAK IT 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x key" 		
CF ] 9 points Terminal Desk 70 turns 		
CF | 		
CF | > X KEY 		
CF | 		
CF | A large keyhole is set into the side of the terminal near the 		
CF | keyboard. The key has been inserted and turned, unlocking the 		
CF | terminal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x terminal" 		
CF ] 9 points Terminal Desk 71 turns 		
CF | 		
CF | > X TERMINAL 		
CF | 		
CF | A cursor is blinking away, obviously waiting for input. 		
CF | 		
CF | The terminal is currently switched on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cursor" 		
CF ] 9 points Terminal Desk 71 turns 		
CF | 		
CF | > X CURSOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "point remote north" 		
CF ] 9 points Terminal Desk 71 turns 		
CF | 		
CF | > POINT REMOTE NORTH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch terminal" 		
CF ] 9 points Terminal Desk 72 turns 		
CF | 		
CF | > SWITCH TERMINAL 		
CF | 		
CF | If you turn it off again, you'll never get yourself back to normal. 		
CF | 		
CF | A loud alarm klaxon sounds briefly, and a robotic voice announces, 		
CF | "System failsafe triggered. Maximiser will self-destruct in 30 		
CF | minutes." 		
CF | 		
CF | > 		Jacqueline says, "So we must work the maximiser. On us."
		Knight_Otu says, "Yeah"
		Jacqueline says, "Oh"
Knight_Otu says (to ClubFloyd), "type maximiser on" 		
CF ] 9 points Terminal Desk 72 turns 		
CF | 		
CF | > TYPE MAXIMISER ON 		
CF | 		
CF | What do you want to type on? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "terminal" 		
CF ] 9 points Terminal Desk 73 turns 		
CF | 		
CF | > TERMINAL 		
CF | 		
CF | The terminal echoes "MAXIMISER". 		
CF | 		
CF | > 		Jacqueline asks, "When we pointed the remote at the maximiser, I wonder if we were in the right spot?"
		Jacqueline asks, "Can we adjust the maximiser?"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 9 points Maximiser Pad 74 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Maximiser Pad 		
CF | You are standing on the Maximiser pad. 		
CF | 		
CF | The business end of the Maximiser looms over you. 		
CF | 		
CF | You can go south to Terminal Desk from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "point remote at maximiser" 		
CF ] 9 points Maximiser Pad 75 turns 		
CF | 		
CF | > POINT REMOTE AT MAXIMISER 		
CF | 		
CF | Ok, you're now pointing the remote control at the Maximiser. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] 9 points Maximiser Pad 76 turns 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You press the button, but the only reaction is a tired-sounding buzzer 		
CF | coming from the terminal to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on maximiser" 		
CF ] 9 points Maximiser Pad 77 turns 		
CF | 		
CF | > TURN ON MAXIMISER 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pad" 		
CF ] 9 points Maximiser Pad 77 turns 		
CF | 		
CF | > X PAD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x maximiser" 		
CF ] 9 points Maximiser Pad 78 turns 		
CF | 		
CF | > X MAXIMISER 		
CF | 		
CF | Half ray-gun, half telescope — but your only hope of making it out of 		
CF | this in some semblance of normalcy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 9 points Terminal Desk 79 turns 		
CF | 		
CF | > S 		
CF | 		
CF | (no longer pointing the remote at anything) 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north to Maximiser Pad and west to Base of Chair from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type extend" 		
CF ] 9 points Terminal Desk 80 turns 		
CF | 		
CF | > TYPE EXTEND 		
CF | 		
CF | The terminal echoes "EXTEND". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type maximise" 		
CF ] 9 points Terminal Desk 81 turns 		
CF | 		
CF | > TYPE MAXIMISE 		
CF | 		
CF | The terminal echoes "MAXIMISE". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] 9 points Terminal Desk 82 turns 		
CF | 		
CF | > X ME 		
CF | 		
CF | Well, you still look like your normal self as far as you can tell, but 		
CF | judging by the size of things around you, you've shrunk to a fraction 		
CF | of your original size. The good news is that the nausea seems to have 		
CF | mostly worn off now too. 		
CF | 		
CF | > 		Jacqueline asks, "So, can I provide a hint?"
		Jacqueline says, "Because I just looked at something and can't unsee what I saw, but also you're not going to get this otherwise."
		Knight_Otu says, "I guess I missed something obvious."
		Knight_Otu says, "Sure."
		Jacqueline says, "Cause you're mostly doing it right, except for something unintuive."
		Roger says, "I vote hint"
		Jacqueline says, "try 'activate terminal' before using the remote on the maximiser."
		Roger says, "oh of course"
		Jacqueline says, "Of course because 'activate' is such a standard verb"
		Knight_Otu says, "You know, I thought it *was* active already."
Knight_Otu says (to ClubFloyd), "activate terminal" 		
CF ] 9 points Terminal Desk 82 turns 		
CF | 		
CF | > ACTIVATE TERMINAL 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline says, "Grr."
Knight_Otu says (to ClubFloyd), "type activate" 		
CF ] 9 points Terminal Desk 83 turns 		
CF | 		
CF | > TYPE ACTIVATE 		
CF | 		
CF | The terminal echoes "ACTIVATE". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type activate terminal" 		
CF ] 9 points Terminal Desk 84 turns 		
CF | 		
CF | > TYPE ACTIVATE TERMINAL 		
CF | 		
CF | The terminal echoes "ACTIVATE TERMINAL". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type activate maximiser" 		
CF ] 9 points Terminal Desk 85 turns 		
CF | 		
CF | > TYPE ACTIVATE MAXIMISER 		
CF | 		
CF | The terminal echoes "ACTIVATE MAXIMISER". 		
CF | 		
CF | > 		Jacqueline says, "Puzzle Problem: Need to use Maximiser / Solution: Activate terminal, point remote control at maximiser, press button"
		Jacqueline says, "huh"
		Jacqueline asks, "Well, maybe it was updated with this port to z-code?"
		Knight_Otu says, "I mean, it feels the terminal wants a password, but I don't think we've seen one."
Knight_Otu says (to ClubFloyd), "type password" 		
CF ] 9 points Terminal Desk 86 turns 		
CF | 		
CF | > TYPE PASSWORD 		
CF | 		
CF | The terminal echoes "PASSWORD". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter password" 		
CF ] 9 points Terminal Desk 86 turns 		
CF | 		
CF | > ENTER PASSWORD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on terminal" 		
CF ] 9 points Terminal Desk 87 turns 		
CF | 		
CF | > TURN ON TERMINAL 		
CF | 		
CF | You don't see any obvious power buttons. Just the keyhole. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn key" 		
CF ] 9 points Terminal Desk 88 turns 		
CF | 		
CF | > TURN KEY 		
CF | 		
CF | You grasp the key and try to turn it back, to no avail. 		
CF | 		
CF | The terminal screen briefly flashes the word "TAMPER" before returning 		
CF | to normal. 		
CF | A robotic voice intones, "Intrusion counter-measures initiated." 		
CF | 		
CF | A robotic voice intones, "Self-destruct countdown at 2" 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] 9 points Terminal Desk 87 turns 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Terminal Desk 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "So, there are three things you can do to make the game unwinnable. One of which is using the terminal without the key in the right position."
		Knight_Otu says, "Let's pretend that didn't happen."
		Jacqueline says, "Yeah"
		Knight_Otu says, "I guess one is sending the train without the key."
		Jacqueline asks, "Hm. Not according to this. I wonder if switching the switch back recalls the train?"
		Knight_Otu says, "Possibly."
		Jacqueline says, "The others are eating the cheese or releasing the fly without the cat around."
Knight_Otu says (to ClubFloyd), "push key" 		
CF ] 9 points Terminal Desk 88 turns 		
CF | 		
CF | > PUSH KEY 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x key" 		
CF ] 9 points Terminal Desk 89 turns 		
CF | 		
CF | > X KEY 		
CF | 		
CF | A large keyhole is set into the side of the terminal near the 		
CF | keyboard. The key has been inserted and turned, unlocking the 		
CF | terminal. 		
CF | 		
CF | > 		Jacqueline says, "There was apparently a bug in the original version of this game where if you dropped the remote-control after pointing it at the maximiser it would vanish and you wouldn’t be able to pick it up again to complete the game."
Knight_Otu says (to ClubFloyd), "x terminal" 		
CF ] 9 points Terminal Desk 90 turns 		
CF | 		
CF | > X TERMINAL 		
CF | 		
CF | A cursor is blinking away, obviously waiting for input. 		
CF | 		
CF | The terminal is currently switched on. 		
CF | 		
CF | > 		Knight_Otu says, "Oh my. That would be bad."
		Knight_Otu says, "It feels there is only one step we're missing, but I can't think what it is."
		Knight_Otu says, "I'm guessing a password, but again..."
		Jacqueline says, "Yeah. It's just that bit about the terminal & maximiser and I'm bummed that 'activate' didn't work"
Knight_Otu says (to ClubFloyd), "type alarm off" 		
CF ] 9 points Terminal Desk 91 turns 		
CF | 		
CF | > TYPE ALARM OFF 		
CF | 		
CF | The terminal echoes "ALARM OFF". 		
CF | 		
CF | > 		Jacqueline | There was a market for books containing the listing for simple games you could type in and play yourself. One such game was ‘Micropuzzle’, a simple text adventure, but the code had been obfuscated to hide any clues you might glean as you entered the code. As it turns out, the game is very unintuitive and it seems unlikely anyone ever completed it without unpicking the code for clues.
		Jacqueline says, "Oh wait. You're right."
		Knight_Otu says, "I mean, this version at least has been mostly intuitive."
		Jacqueline says, "Maybe."
		Jacqueline says, "Problem: Terminal deactivated / Solution: Enter code"
		Jacqueline asks, "Did we enter a code?"
		Knight_Otu says, "We did not enter a code."
		Knight_Otu says, "At least not a correct one."
		Jacqueline says, "Okay. Let me know how much you wanna know about this code."
		Jacqueline says, "I don't recall seeing it... gonna scroll back..."
		Knight_Otu says, "Let's start with as little as possible."
		Jacqueline says, "I think you missed an object in one of the rooms."
		Jacqueline says, "It may be hidden."
		Knight_Otu asks, "Pre-mouse or post-mouse?"
		Jacqueline says, "Post"
		Knight_Otu says, "I may have an inkling, and we may be able to reach it still."
		Jacqueline says, "Yeah. I think possibly."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 9 points Base of Chair 92 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east to Terminal Desk, and west to 		
CF | Hole in the Wall from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 9 points Hole in the Wall 93 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Hole in the Wall 		
CF | You are at a hole in the wall, from which a railway line emerges. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go east to Base of Chair and west to Box of Electronics from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 9 points Box of Electronics 94 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Box of Electronics 		
CF | You are on the floor, standing on an overturned box of broken 		
CF | electronic parts. 		
CF | 		
CF | You can go east to Hole in the Wall and up to Stepstool from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] 9 points Box of Electronics 95 turns 		
CF | 		
CF | > X BOX 		
CF | 		
CF | There appears to be something inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in box" 		
CF ] 9 points Box of Electronics 96 turns 		
CF | 		
CF | > LOOK IN BOX 		
CF | 		
CF | You can't see inside, since the box is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] 9 points Box of Electronics 97 turns 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | Dust settles. 		
CF | 		
CF | You open the box, revealing a scrap of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x paper" 		
CF ] 10 points Box of Electronics 98 turns 		
CF | 		
CF | > X PAPER 		
CF | 		
CF | (first taking the scrap of paper) 		
CF | A neatly folded scrap of paper. 		
CF | 		
CF | Unfolding the scrap of paper (with some effort), you can make out the 		
CF | following words: 		
CF | TERMINAL PASSWORD = "GROCER" 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 10 points Hole in the Wall 99 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hole in the Wall 		
CF | You are at a hole in the wall, from which a railway line emerges. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go east to Base of Chair and west to Box of Electronics from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 10 points Base of Chair 100 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east to Terminal Desk, and west to 		
CF | Hole in the Wall from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 10 points Terminal Desk 101 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north to Maximiser Pad and west to Base of Chair from here. 		
CF | 		
CF | > 		Jacqueline says, "I like how there appears to be something inside the box, except you can't see inside the box because it is closed."
Knight_Otu says (to ClubFloyd), "type grocer" 		
CF ] 10 points Terminal Desk 101 turns 		
CF | 		
CF | > TYPE GROCER 		
CF | 		
CF | The terminal prints "CODE WORD ACCEPTED", and you hear a beep coming 		
CF | from the north. 		
CF | 		
CF | 		
CF | 		
CF | *** KABOOM *** 		
CF | 		
CF | 		
CF | You have run out of time. The maximiser has self-destructed. 		
CF | 		
CF | In that game you scored 10 out of a possible 20, in 101 turns. 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | > 		Roger says, "just when I thought this game couldn't get any grosser"
		Jacqueline says, "heh"
		Knight_Otu says, "Barely."
		Jacqueline says, "I know. Now we're esploded. It's pretty gross."
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] 9 points Terminal Desk 41 turns 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 9 points Base of Chair 42 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east to Terminal Desk, and west to 		
CF | Hole in the Wall from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 9 points Hole in the Wall 43 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Hole in the Wall 		
CF | You are at a hole in the wall, from which a railway line emerges. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go east to Base of Chair and west to Box of Electronics from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] 9 points Box of Electronics 44 turns 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Box of Electronics 		
CF | You are on the floor, standing on an overturned box of broken 		
CF | electronic parts. 		
CF | 		
CF | You can go east to Hole in the Wall and up to Stepstool from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open box" 		
CF ] 9 points Box of Electronics 45 turns 		
CF | 		
CF | > OPEN BOX 		
CF | 		
CF | Dust settles. 		
CF | 		
CF | You open the box, revealing a scrap of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read paper" 		
CF ] 10 points Box of Electronics 46 turns 		
CF | 		
CF | > READ PAPER 		
CF | 		
CF | (first taking the scrap of paper) 		
CF | A neatly folded scrap of paper. 		
CF | 		
CF | Unfolding the scrap of paper (with some effort), you can make out the 		
CF | following words: 		
CF | TERMINAL PASSWORD = "GROCER" 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 10 points Hole in the Wall 47 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hole in the Wall 		
CF | You are at a hole in the wall, from which a railway line emerges. 		
CF | 		
CF | A model train rests on the tracks. 		
CF | 		
CF | You can go east to Base of Chair and west to Box of Electronics from 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 10 points Base of Chair 48 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Base of Chair 		
CF | You are at the base of a swivel chair. 		
CF | 		
CF | You can go north to Security Room, east to Terminal Desk, and west to 		
CF | Hole in the Wall from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] 10 points Terminal Desk 49 turns 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Terminal Desk 		
CF | You are standing on a terminal with a security lock. 		
CF | 		
CF | You can go north and west to Base of Chair from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type grocer" 		
CF ] 10 points Terminal Desk 50 turns 		
CF | 		
CF | > TYPE GROCER 		
CF | 		
CF | The terminal prints "CODE WORD ACCEPTED", and you hear a beep coming 		
CF | from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] 10 points Maximiser Pad 51 turns 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Maximiser Pad 		
CF | You are standing on the Maximiser pad. 		
CF | 		
CF | The business end of the Maximiser looms over you. 		
CF | 		
CF | You can go south to Terminal Desk from here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "point remote at maximiser" 		
CF ] 10 points Maximiser Pad 52 turns 		
CF | 		
CF | > POINT REMOTE AT MAXIMISER 		
CF | 		
CF | Ok, you're now pointing the remote control at the Maximiser. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] 20 points Maximiser Pad 52 turns 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You press the button. 		
CF | 		
CF | A siren sounds, and the machinery powers up around you. 		
CF | The business end of the Maximiser starts to glow, and then you are hit 		
CF | by its beam. 		
CF | 		
CF | 		
CF | 		
CF | *** You have returned to normal size *** 		
CF | 		
CF | 		
CF | In that game you scored 20 out of a possible 20, in 52 turns. 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, see some suggestions 		
CF | for AMUSING things to do, QUIT, or UNDO the last command? 		
CF | > 		Knight_Otu exclaims, "Whew!"
		Jacqueline says, "Ah yes. A simpler time when puzzles were for puzzles' sake."
Knight_Otu says (to ClubFloyd), "amusing" 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Amusement 		
CF | 		
CF | Did you know... 		
CF | 		
CF | This menu changes a little, depending on what things you've tried and 		
CF | learned during the course of the story. 		
CF | 		
CF | (But only a little bit.) 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Dollhouse 		
CF | 		
CF | Did you know... 		
CF | 		
CF | Several of the objects and rooms near the start of the story change 		
CF | their descriptions once you realise the true nature of the dollhouse. 		
CF | 		
CF | This isn't something that happened in the original game, but it seemed 		
CF | like a fun thing to do for this remake. 		
CF | 		
CF | Press a key to go back. 		Knight_Otu says, "We speedrun this run, so this appears Iguess."
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Television 		
CF | 		
CF | Did you try... 		
CF | 		
CF | Examining the television on top of the VCR? 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "4" 		
CF ] Cassette 		
CF | 		
CF | Did you know... 		
CF | 		
CF | The cassette is a bit of an odd duck in the story. It serves no 		
CF | particular puzzle-solving function — it's just a concealed object 		
CF | that 		
CF | nets you a point. A reward for examining things, in a story that 		
CF | punishes you for examining too many things (due to the time limit). 		
CF | 		
CF | In the original, it just appears without much fanfare. When expanding 		
CF | the writing a bit, I originally had it ejecting from the VCR — but 		
CF | then later realised that this didn't really make much sense due to the 		
CF | scale issues — why would anyone build a somewhat-working VCR in a 		
CF | dollhouse? 		
CF | 		
CF | So now, it's just a prop sitting in the (non-functional) VCR, that you 		
CF | simply don't notice until you look more closely at it. A little more 		
CF | boring, but it makes more sense. 		
CF | 		
CF | As for why it's worth a point — well, that's just adventure game 		
CF | logic 		
CF | for you. 		
CF | 		
CF | Press a key to go back. 		Jacqueline says (to KO), "Right"
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "5" 		
CF ] Poor life choices 		
CF | 		
CF | Did you try... 		
CF | 		
CF | • Annoying the cat? 		
CF | • Annoying the mouse? 		
CF | • Letting your time run out? 		
CF | • Releasing the fly somewhere you're not supposed to? 		
CF | • Eating the cheese? 		
CF | • Cutting the cheese? 		
CF | • Typing silly things on the terminal? 		
CF | • Examining the key and asking the terminal for a second opinion? 		
CF | • Trying to unlock the terminal without the key? 		
CF | • Locking the terminal again? 		
CF | • Using the remote control in other places? 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		Jacqueline | Examining the key and asking the terminal for a second opinion?
		Jacqueline says, "..."
		Knight_Otu says, "Sounds odd, it does."
Knight_Otu says (to ClubFloyd), "6" 		
CF ] A sense of scale 		
CF | 		
CF | Did you know... 		
CF | 		
CF | It's never really made entirely clear in the original version exactly 		
CF | what size you ended up being shrunk down to — except for the 		
CF | following 		
CF | points: 		
CF | • You're about the right size to believe that a dollhouse is life 		
CF | size 		
CF | (but that still doesn't tell you much, as the scale of the dollhouse 		
CF | is not revealed either). 		
CF | • You're too small to jump off of a standard size table. 		
CF | • You're small enough to fit through a mousehole and tunnel. 		
CF | • You're able to move around a (seemingly otherwise ordinary) key 		
CF | that 		
CF | is not small enough to fit through the mousehole. 		
CF | • The key can fit on the train, and fit through the tunnel the train 		
CF | goes through, but you can't ride the train or go through that tunnel 		
CF | yourself. (Justified here by putting things out of reach, but still.) 		
CF | • You're large enough to not have much difficulty climbing down a 		
CF | stepstool. 		
CF | • You're also large enough to be able to climb onto a standard swivel 		
CF | chair and then onto a neighbouring desk (to access the terminal). 		
CF | 		
CF | It's the mousehole vs. the key vs. the chair that seems the most 		
CF | problematic here, and I wasn't able to entirely reconcile these 		
CF | things. "It's just a story!" you shout. "But how do you explain the 		
CF | terminal desk vs. the dollhouse table?" I retort. But oh well. It 		
CF | is just a story. Moon logic is par for the course, 		
CF | sometimes. 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "7" 		
CF ] The time limit 		
CF | 		
CF | Did you know... 		
CF | 		
CF | The time limit (or rather turn limit) in the original game and this 		
CF | adaptation are the same. From the very start of the story, you can 		
CF | only make a maximum of 100 turns before the Maximiser self-destructs 		
CF | (for some unexplained reason) and you're forever stuck at your 		
CF | diminutive size. 		
CF | 		
CF | This is perhaps a little less fair in this edition of the story — due 		
CF | to the expanded Inform parsing capability I've fleshed out many of the 		
CF | descriptions and scenery, and made some additional silly responses to 		
CF | various actions (like trying to remote-control different things), so 		
CF | it's pretty much inevitable that your first run through the story will 		
CF | end in failure — and probably several more — in both versions, a 		
CF | perfect run through the game (without examining anything you don't 		
CF | need to, and not making any wrong turns) will eat up 45 of the 100 		
CF | turns you're allowed, so there isn't a lot of room for playing around, 		
CF | unfortunately. Still, I felt it'd be too much of a departure from the 		
CF | original to remove or increase this limit. 		
CF | 		
CF | (In this particular run, you finished in 52 turns, FYI.) 		
CF | 		
CF | An especially peculiar choice in the original was that if you tried to 		
CF | UNLOCK TERMINAL without carrying the key, it would announce TAMPER and 		
CF | dramatically penalise the turn count — but also start announcing just 		
CF | how much time you have remaining. On the other hand, trying incorrect 		
CF | passwords just wastes turns but doesn't trigger the tamper detection. 		
CF | 		
CF | This version couldn't quite exactly imitate that (at least not without 		
CF | seeming a bit petty, due to Inform's naturally better parser for 		
CF | two-noun actions), but it does link several related actions to 		
CF | triggering a similar effect. 		
CF | 		
CF | Another departure from the original was to provide a warning when 		
CF | there's only 30 turns remaining — which is most likely going to get 		
CF | hit by everyone on the first playthrough, followed by a mad (and 		
CF | probably unsuccessful) dash to the finish line. But if you're reading 		
CF | this, then you persevered through that — good job! 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "8" 		
CF ] Headcanons 		
CF | 		
CF | Did you know... 		
CF | 		
CF | In the original, no particular reason is ever given for why the 		
CF | Maximiser has a self-destruct countdown (and hence a time limit to the 		
CF | story), why anything in the world is the way that it is, or even who 		
CF | you are and how you got there. Even your size change is not really 		
CF | revealed directly, although it becomes fairly apparent once you leave 		
CF | the dollhouse area (though I make it a bit more obvious, I hope — 		
CF | which I justify by the fact that anyone typing in the original program 		
CF | would, as the very last thing they type in before starting to play the 		
CF | game, read the final victory text RETURNED TO NORMAL SIZE, which 		
CF | should make it similarly obvious). 		
CF | 		
CF | My personal headcanon, at least, is that you're the one who developed 		
CF | the Maximiser in your own home lab, but an accident led to a test 		
CF | misfire and partial amnesia, leaving you confused on awakening in the 		
CF | dollhouse. (Which is one of the test environments that you built 		
CF | yourself, and is actually in another corner of the same lab room — 		
CF | you 		
CF | just couldn't see it due to the sunlamps and the clutter, so had to go 		
CF | the long way around.) 		
CF | 		
CF | And so yes, that's your own cat, which might help explain why she 		
CF | doesn't want to murder this new chew-toy instantly on sight — just 		
CF | only if you annoy her enough. 		
CF | 		
CF | Of course, you're welcome to come up with your own headcanons for any 		
CF | of this as well. 		
CF | 		
CF | Press a key to go back. 		Knight_Otu says, "Well-reasoned."
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "9" 		
CF ] Scoring 		
CF | 		
CF | Did you know... 		
CF | 		
CF | In the original version of this story, you were scored based on the 		
CF | number of items you held at any given moment, plus some bonus points 		
CF | for specific actions. 		
CF | 		
CF | There are 7 objects in the story that you can pick up, and it would 		
CF | award one bonus point for distracting the mouse, and ten bonus points 		
CF | for solving the final puzzle and achieving victory. So the total 		
CF | points would be 18, right? Well, no. 		
CF | 		
CF | You see, the score was based on how many items you were still carrying 		
CF | at the end (fun fact: the train was one of the objects it would award 		
CF | points for, if you were carrying it; though of course that was never 		
CF | possible). And some of those items needed to be left behind in order 		
CF | to solve certain puzzles. As such, the maximum number of items you 		
CF | can still be carrying at the end of the story is actually 5 — if not 		
CF | for a bug that steals the key from you at the last moment, so it's 		
CF | actually 4. This makes the actual maximum score 15 in that version — 		
CF | or at least it would, except that for some unexplained reason you 		
CF | start the game with 8 points already. All up, this makes the 		
CF | real maximum score in the original come to 23 points. (And 		
CF | yes, that does mean that solving a puzzle correctly could result in 		
CF | your score decreasing.) 		
CF | 		
CF | This version does things a little bit differently. You're awarded a 		
CF | point whenever you first pick up an item, and you're not penalised by 		
CF | dropping one again, or using it to solve a puzzle correctly (although 		
CF | you are penalised if you manage to do something that will prevent you 		
CF | from solving the story). It also awards bonus points for solving 		
CF | puzzles in a couple more places — so the total is 7 points for items, 		
CF | 3 from bonuses, and 10 for the final puzzle — or 20 points in total. 		
CF | 		
CF | And congratulations — you did it! You achieved the maximum score! 		
CF | 		
CF | One subtle change (that doesn't affect the scoring) is that this 		
CF | version will take away the key once you've used it on the terminal 		
CF | (reasoning that many systems won't let you take a key out again until 		
CF | you've re-locked them), rather than replicating the bug from the 		
CF | original. So for this version as well, in a perfect playthrough (and 		
CF | assuming you don't drop anything you didn't need to) you'll only have 		
CF | 4 items at the end — as you did. 		
CF | 		
CF | Press a key to go back. 		Jacqueline asks, "The main question I'm left with is why he chose to port this game. Maybe it was just a coding exercise (which, fine) but what about this game was so enchangint that he chose it?"
		Jacqueline says, "And yeah, his head cannon seems decent."
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] The map grid 		
CF | 		
CF | Did you know... 		
CF | 		
CF | Despite the presence of some up/down and in/out connections between 		
CF | rooms, it's possible to lay out this story's entire map in a single 		
CF | 6x4 grid with no gaps or overlaps. 		
CF | 		
CF | This was a common theme in IF stories from this era of computers with 		
CF | very little memory, as it allowed movement to simply keep track of a 		
CF | "current room number" and add or subtract the fixed number of rooms in 		
CF | each grid row to carry out movement north or south (after, of course, 		
CF | checking in a lookup table whether that room should have an exit in 		
CF | that direction). (Up/down/in/out were only rarely supported, or (as 		
CF | here) were special-cased to translate to one of the compass directions 		
CF | in particular rooms.) 		
CF | 		
CF | The in/out connections are actually new to this remake; the original 		
CF | had plain compass directions for these exits (around the tunnel), but 		
CF | I felt it made more sense to list them as in/out exits instead. 		
CF | However, for compatibility with the old game, it's still possible to 		
CF | use the original directions as well — so a walkthrough for the 		
CF | original game will still work, allowing for slight differences in the 		
CF | parser. 		
CF | 		
CF | If you're interested in seeing the map for this story, you can see it 		
CF | at [LINK] 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		Jacqueline | [LINK]
		Jacqueline says, "Oh, or he also has a map."
Knight_Otu says (to ClubFloyd), "b" 		
CF ] One map hole in superposition 		
CF | 		
CF | Did you know... 		
CF | 		
CF | To finish the story while doing everything required to get the maximum 		
CF | score, you are forced to travel through every single room in the map 		
CF | — 		
CF | except for one. 		
CF | 		
CF | Except it's not quite one — there's actually two rooms that are 		
CF | entirely optional, but you do have to pass through at least one of 		
CF | those two rooms, so every perfect -score playthrough will either visit 		
CF | all rooms, all but one, or all but the other — with no other 		
CF | possibilities. 		
CF | 		
CF | Even if you're willing to sacrifice the perfect score, then only one 		
CF | more room becomes optional. All the other rooms contain things that 		
CF | are essential to solving the story (or are the only path between those 		
CF | rooms). This isn't a map you can easily get lost in. 		
CF | 		
CF | If you're curious, in this playthrough you managed to avoid visiting 		
CF | Outside the House. 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Weird Computer Games 		
CF | 		
CF | Micropuzzle originally came from a book called Weird Computer 		
CF | Games, published by Usborne in the UK in 1984. 		
CF | 		
CF | Usborne have made PDFs of this book (and several others) available for 		
CF | free on their website, so if you're interested in this sort of thing 		
CF | you can check out the original code for yourself, and see how much has 		
CF | changed (and how much hasn't). 		
CF | 		
CF | All of the books can be found on this page: 		
CF | [LINK] 		
CF | 		
CF | A direct link to Weird Computer Games itself (this game 		
CF | appears at the end): 		
CF | [LINK] 		
CF | 		
CF | Note the copyright statement at the bottom of the page; these books 		
CF | are reasonably free to use (thus this remake is permitted) 		
CF | but not entirely free to use. 		
CF | 		
CF | (And before you ask: yes, I'm planning to remake some other games from 		
CF | other books as well. It just might take a little while.) 		
CF | 		
CF | And if you want to play the original game directly yourself, you can 		
CF | find a working version of it here: 		
CF | [LINK] 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Type-in books 		
CF | 		
CF | Did you know... 		
CF | 		
CF | The original verison of this story came from a "type-in book", which 		
CF | were fairly popular at the time. There were many different popular 		
CF | computer systems, which all spoke relatively common flavours of BASIC 		
CF | (albeit with some differences) — but they had incompatible hardware, 		
CF | and most could only store programs on audio cassette tapes that none 		
CF | of the others could read. 		
CF | 		
CF | As such, while it was possible to purchase commercial cassettes (for 		
CF | one specific system) containing games made professionally, hobbyists 		
CF | tended to publish the source code of their simpler games and programs 		
CF | in magazines, where the reader would type in a program that they found 		
CF | interesting in order to play it — often learning a bit about 		
CF | programming along the way, albeit passively (or more commonly, when a 		
CF | typo meant the game crashed and you needed to figure out where and 		
CF | why). Even when some hobbyist magazines started including cassettes 		
CF | with preloaded programs, these were usually still written in BASIC and 		
CF | people could peruse the source code for anything they found 		
CF | interesting. This was the one of the bastions of open-source gaming 		
CF | at the time, and no doubt helped motivate many people to learn to 		
CF | program for themselves. 		
CF | 		
CF | This of course presented a problem for the authors of these games. 		
CF | How do you distribute a game — especially a puzzle game — in the 		
CF | form 		
CF | of its complete source code, where the person who will be playing the 		
CF | game needs to read (and re-read several times to avoid making typos) 		
CF | and type in every single line — and how do you keep them from 		
CF | spoiling 		
CF | the solutions to the games by doing so? 		
CF | 		
CF | Many games, of course, didn't even try to solve that. But some went 		
CF | to some lengths to obfuscate the source a bit with confusing variable 		
CF | names, convoluted logic paths, or even ciphering some of the data 		
CF | lookup tables used by the game. RAM constraints both helped (the need 		
CF | to pack more code and data into as small a space as possible, leading 		
CF | to more terse and minimal hard-to-read code) and hindered (harder to 		
CF | justify putting in some deciphering code) this process. 		
CF | 		
CF | Of course, this meant that some people had additional fun after (or 		
CF | sometimes before) playing a game, of looking through its code and 		
CF | trying to work out how it all fit together to produce the final game. 		
CF | You can think of it as the final puzzle challenge of a puzzle game. 		
CF | In fact, this very impulse (along with a hefty dose of nostalgia) is 		
CF | one of the main reasons why this remake exists and you were able to 		
CF | play it. 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] BASIC 		
CF | 		
CF | Did you know... 		
CF | 		
CF | The original version of this story was written in exactly 200 lines of 		
CF | BASIC code — although that's not quite an exact measure after all, 		
CF | because the book was intended to work on several popular computers of 		
CF | the time that all had very slightly different quirks, either needing 		
CF | slightly different commands for certain actions, or needing certain 		
CF | things trimmed out due to RAM constraints. This meant that in 		
CF | addition to the main program listing were a few amendment notes with 		
CF | different lines to type in on specific systems or other small changes. 		
CF | 		
CF | Meanwhile, this remake version consists of about 750 lines of Inform 7 		
CF | code (an approximation since I'm still adding tweaks here and there at 		
CF | time of writing), which in turn compiles to about 69k lines of Inform 		
CF | 6 code. (Most of that, of course, is the Standard Library -- Inform's 		
CF | parser is considerably smarter than the one in the original. 		
CF | But then that's also not counting the interpreter that's bringing this 		
CF | into your browser, or other platform of choice.) 		
CF | 		
CF | Press a key to go back. 		Knight_Otu says, "Well, well."
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Open Source 		
CF | 		
CF | Did you know... 		
CF | 		
CF | The original game was released open-source, though not quite in the 		
CF | modern sense — the source was published in a book, with copyright 		
CF | retained by the publishers (although permission to adapt the code was 		
CF | expressly granted). More recently, permission to produce modern 		
CF | adapted works was also explicitly granted again. 		
CF | 		
CF | In the spirit of this, I intend to release the Inform 7 source for 		
CF | this adaptation as well — but I'll hold off on that for a little 		
CF | while, to avoid spoilers while the story is "new". 		
CF | 		
CF | Press a key to go back. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Amusements 		
CF ] 		
CF ] Select a number Esc/Q = Back 		
CF | 		
CF | 1 Amusement 		
CF | 2 Dollhouse 		
CF | 3 Television 		
CF | 4 Cassette 		
CF | 5 Poor life choices 		
CF | 6 A sense of scale 		
CF | 7 The time limit 		
CF | 8 Headcanons 		
CF | 9 Scoring 		
CF | A The map grid 		
CF | B One map hole in superposition 		
CF | C Weird Computer Games 		
CF | D Type-in books 		
CF | E BASIC 		
CF | F Open Source 		
Knight_Otu says (to ClubFloyd), "q" 		
CF ] 20 points Maximiser Pad 52 turns 		
CF | Would you like to RESTART, RESTORE a saved game, see some suggestions 		
CF | for AMUSING things to do, QUIT, or UNDO the last command? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] 9 points Terminal Desk 41 turns 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type examine key" 		
CF ] 9 points Terminal Desk 42 turns 		
CF | 		
CF | > TYPE EXAMINE KEY 		
CF | 		
CF | The terminal echoes "EXAMINE KEY". 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Knight_Otu says, "I guess that's not how to get a second opinion"
Knight_Otu says (to ClubFloyd), "type grocer" 		
CF ] 9 points Terminal Desk 43 turns 		
CF | 		
CF | > TYPE GROCER 		
CF | 		
CF | The terminal prints "CODE WORD ACCEPTED", and you hear a beep coming 		
CF | from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x terminal" 		
CF ] 9 points Terminal Desk 44 turns 		
CF | 		
CF | > X TERMINAL 		
CF | 		
CF | A cursor is blinking away, obviously waiting for input. 		
CF | 		
CF | The terminal is currently switched on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "terminal, examine key" 		
CF ] 9 points Terminal Desk 44 turns 		
CF | 		
CF | > TERMINAL, EXAMINE KEY 		
CF | 		
CF | You can't talk to the terminal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type x key" 		
CF ] 9 points Terminal Desk 45 turns 		
CF | 		
CF | > TYPE X KEY 		
CF | 		
CF | The terminal echoes "X KEY". 		
CF | 		
CF | > 		Jacqueline says, "I am happy that the 'author' explained why this game was chosen to port to Inform."
		Jacqueline says, "I found those Did You Know entries more fun than the game itself."
		Roger says, "kind of needs the meta-treatment like the MSTing of Detective"
		Knight_Otu says, "I liked it, apart from the code frustration. But yeah, the extras were top."
		Roger says, "might be up DavidW's alley"
		Jacqueline says, "Yes."
		Knight_Otu says, "Something made me think the box was unimportant, but Jacq's hints were perfect to push me back there."
		Jacqueline says, "hooray"
		Jacqueline says, "Yeah. You walked right to it."
		Knight_Otu says, "I think it was me trying to examine the parts and getting a can't message threw me at first."
		Knight_Otu exclaims, "Thanks, Jacq!"
		Jacqueline says, "Welcome. And yeah, that makes sense why you moved on the first time."
		Jacqueline says, "Well, thanks for the session today, folks - two games that put us right in the sweet-spot, time-wise."
		Knight_Otu says, "Yep, perfect timing."
		Jacqueline says, "I'm going to review this one on IFDB, I think."
		Karona exclaims, "Thank you, everyone!"
		Roger says, "cheers, y'all"
		Jacqueline exclaims, "Thanks!"
		Knight_Otu exclaims, "Good night, and stay safe!"
		Karona exclaims, "You too!"



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ClubFloyd Transcript:
Black Knife Dungeon by Arthur DiBianca
As played on ifMUD on August 8, 2021

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 Black Knife Dungeon written by Arthur DiBianca. Black Knife Dungeon was released as part of the 2021 ParserComp, in which it took 4th 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, "Should we try Black Knife? It is uploaded."
		lkcampbell says, "if you want to do an RPG"
		Knight_Otu says, "Sure we can try it."
		Jacqueline says, "Also, I have to go in an hour and a half (though that doesn't stop y'all from continuing on)."
		lkcampbell says, "it's a minimal RPG"
		DavidW says, "oh good"
Jacqueline says (to ClubFloyd), "load sleepmask blackknife" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | You're having your usual evening drink in the Ruffled Feather when you 		
CF | happen to fall into conversation with a tough old dwarf. He seems to 		
CF | know many tales about the nearby lands. 		
CF | 		
CF | "Ah!" he cries. "You don't know the legend of Black Knife Dungeon? I 		
CF | will tell you!" He launches into a meandering story with a lot of 		
CF | digressions, and it's hard to follow the thread. You're able to glean 		
CF | that there is (supposedly) a valuable relic buried deep inside the 		
CF | dungeon. Eventually he starts to nod. "A steadfast adventurer may find 		
CF | it," he murmurs, "but first, seek Blornang's Hall." With that, his 		
CF | head falls on the table, cushioned slightly by a coaster. 		
CF | 		
CF | Hmm. Maybe this is worth looking into. You are an adventurer, after 		
CF | all. 		
CF | 		
CF | Press SPACE. 		MoyTravis says, "Ok so. I did a random order search on ifdb with system:Inform and of the first 5 entries, 1 is in German, and of the other 4 Club Floyd has entries for 3 of them. You guys have played a LOT of games, huh."
		DavidW says, "yes"
		Jacqueline says (to Moy), "Well, we've been meeting since 2007"
		lkcampbell says, "Grusome is also fun but Robin's system runs in HTML"
		lkcampbell says, "Gruesome"
Jacqueline pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Black Knife Dungeon 		
CF | A game by Arthur DiBianca 		
CF | Release 1 / Serial number 210620 / Inform 7 build 6L38 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf, 		
CF | Luke Pebler, Andrew Schultz, and Mike Spivey for testing, and to Nadia 		
CF | Bellazola for cover art. 		
CF | 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		Jacqueline says, "Oh, Arthur. Cool."
		DavidW says, "OH. A DiBianca game."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Town Square 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You won't need to EXAMINE things in this game. 		
CF | 		
CF | > 		MoyTravis asks, "What's his rep?"
		DavidW says, "That triples the chance I'll enjoy this."
		Knight_Otu says, "Yeah, that's about the one thing I knew about this game."
		DavidW says, "Minimalized verb sets"
		Jacqueline says, "Oh. No X."
Jacqueline says (to ClubFloyd), "about" 		
CF ] Town Square 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		lkcampbell says, "Yeah, we had him at our last meeting discussing the pitfalls of RPG randomization, among other things."
		Knight_Otu says (to Moy), "He has done several minimal command set games."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 1 adventurer. You're equipped with a run-of-the-mill 		
CF | sword and light leather armor. 		
CF | 		
CF | You have no money. 		
CF | 		
CF | > 		DavidW says, "You get directions and maybe three other verbs to do everything else."
DavidW says (to ClubFloyd), "help" 		
CF ] Town Square 		
CF | > 		
CF | > HELP 		
CF | 		
CF | 		
CF | Command Help 		
CF | 		
CF | You can always SAVE, LOAD, RESTART, or QUIT. 		
CF | 		
CF | Info commands: 		
CF | - LOOK (L). 		
CF | - Get a recap of the STORY. 		
CF | - Check your GOALS. 		
CF | - Check your character STATUS (ST). 		
CF | - Read your BESTIARY (BEST). Type BESTIARY # or BEST # to see a 		
CF | specific entry. 		
CF | - Check your LOG of adventures. 		
CF | - See a list of TIPS (important!) 		
CF | 		
CF | Town commands: 		
CF | - Move around with N, S, W, E. 		
CF | - Begin an ADVENTURE (ADV). 		
CF | - BUY things in shops. 		
CF | - TALK in the tavern. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Thanks. That was what I was looking for with >ABOUT"
		lkcampbell says, "so I will keep my mouth shut during the playthrough"
Jacqueline says (to ClubFloyd), "tips" 		
CF ] Town Square 		
CF | > 		
CF | > TIPS 		
CF | 		
CF | *1. General Adventuring 		
CF | *2. Leveling 		
CF | *3. The Tavern 		
CF | 		
CF | (To read a tip, type TIP [number].) 		
CF | 		
CF | > 		DavidW asks, "odd that there's no TAKE or FIGHT?"
		Knight_Otu says, "At least one DiBianci game was two games in one (The Wand.)"
		Jacqueline asks, "It says important... like we should read the tips intentionally beforehand?"
		DavidW says, "yes"
		Jacqueline says, "As in... these aren't hints."
		Jacqueline says (to DW), "Okay"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Town Square 		
CF | > 		
CF | > 1 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tip 1" 		
CF ] Town Square 		
CF | > 		
CF | > TIP 1 		
CF | 		
CF | When you enter a room in the dungeon, you can choose to FIGHT (F) the 		
CF | monster there, or you can just CONTINUE (C) your exploration. It may 		
CF | take multiple rounds to defeat a monster. If you defeat it, you then 		
CF | have the option to SEARCH (SE) the room. 		
CF | 		
CF | When you fight, you will usually lose some hit points. (Hit points are 		
CF | shown in the upper right.) When you run out, the adventure's over. You 		
CF | can leave earlier by typing GO HOME (or just HOME). If you leave 		
CF | before running out of hit points, you'll get a small loot bonus. 		
CF | 		
CF | Note: Adventuring isn't free! You have to pay for provisions, 		
CF | healing, and so on. Adventuring costs are paid at the end of each 		
CF | adventure. 		
CF | 		
CF | > 		MoyTravis says, "My bet is that this plays like a normal game, and the commands are like menu - oh."
		MoyTravis says, "Seems like commands are only available in-context, like they would be if you were playing RPG with a UI."
		Knight_Otu says, "Yeah, that seems like a good comparison."
DavidW says (to ClubFloyd), "tip 2" 		
CF ] Town Square 		
CF | > 		
CF | > TIP 2 		
CF | 		
CF | To explore deeper into the dungeon, you'll need to level up by 		
CF | accomplishing your level goals. Type GOALS to see how you're doing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tip 3" 		
CF ] Town Square 		
CF | > 		
CF | > TIP 3 		
CF | 		
CF | When you visit the Ruffled Feather and TALK, you will sometimes 		
CF | receive an important tip. Check in at the tavern frequently! 		
CF | 		
CF | > 		Jacqueline says, "Very RPG roguelike"
		MoyTravis says, "Goal 1: GET SWOLE."
		DavidW says, "But gentle RPG, I think."
		Jacqueline says, "Hopefully. I mean, I like me a roguelike, so."
		Knight_Otu says, "Several trips in, get loot and XP each time, maybe some unlocks."
		DavidW says, "I suspect that we probably don't ever die in this."
		Jacqueline asks, "Shall we hit the Ruffled Feather?"
		DavidW says, "And the dungeons are randomly generated."
DavidW says (to ClubFloyd), "l" 		
CF ] Town Square 		
CF | > 		
CF | > L 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		MoyTravis exclaims (at Jacqueline), "You should come to Roguelike Celebration!"
DavidW says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 1 adventurer. You're equipped with a run-of-the-mill 		
CF | sword and light leather armor. 		
CF | 		
CF | You have no money. 		
CF | 		
CF | > 		DavidW says, "yes, talking is free"
		DavidW asks, "who feels like driving today?"
		MoyTravis says, "Also yay I finally managed to @ somebody without messing it up."
		Jacqueline says, "I have to leave in about 1.5 hours, so I probably should not drive."
		MoyTravis asks, "I can try for a bit?"
		DavidW says, "sure"
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. When you arrive, you take a deep breath and enter 		
CF | cautiously.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "Go for it."
		MoyTravis says, "how 2 press spacebar plz"
MoyTravis says (to ClubFloyd), "space" 		DavidW asks, "you're going on an adventure immediately?"
		Knight_Otu says, "Just say "push space" in the room"
		Jacqueline says (to Travis), "I was not tracking Roguelike Celebration. I've got the website up to look at later. Kind of depends on the timing of our move, but maybe."
MoyTravis says (to ClubFloyd), "push space" 		
MoyTravis says, "push space" 		Jacqueline says, "I was kind of hoping we'd go to the tavern to talk first."
		MoyTravis asks, "?????"
Jacqueline pushes the green 'space' button. 		
CF ] Storeroom (goblin) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter an abandoned storeroom. 		
CF | 		
CF | A goblin jumps up and shouts, "Slarg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | (Type TIPS or HELP for some guidance.) 		
CF | 		
CF | > 		
DavidW says, "Don't say push space. Just do it without quotes." 		says (to Travis), "Type >PRESS SPACE (not to Floyd, just PRESS SPACE in the room)"
MoyTravis pushes the green 'space' button. 		
CF ] Storeroom (goblin) HP: 20/20 		
CF | > 		
CF | > 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry, should have explained thatbetter."
		MoyTravis says, "hooray"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom (goblin) HP: 15/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the goblin with your sword. It conks 		
CF | you on the head with its club. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom (goblin) HP: 11/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the goblin with your sword. It conks you on the head with 		
CF | its club. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		Jacqueline says, "Also, 'slarg' is a good word"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom (goblin) HP: 6/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the goblin with your sword. It conks you on the shoulder 		
CF | with its club. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 1/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 5 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | > 		DavidW says, "You;re almost dead"
		MoyTravis says, "well that didn't go great"
MoyTravis says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 1/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a pile of rags 		
CF | you find a bronze bowl worth 2 crowns! 		
CF | 		
CF | > 		DavidW says, "go home. We need to heal"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#1): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (2 crowns) 		
CF | bronze bowl (2 crowns) 		
CF | 		
CF | Loot value: 4 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 3 crowns 		
CF | 		
CF | > 		Knight_Otu says, "Well, that could have gone better."
MoyTravis says (to ClubFloyd), "tavern" 		
CF ] Town Square 		
CF | > 		
CF | > TAVERN 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "help" 		
CF ] Town Square 		
CF | > 		
CF | > HELP 		
CF | 		
CF | 		
CF | Command Help 		
CF | 		
CF | You can always SAVE, LOAD, RESTART, or QUIT. 		
CF | 		
CF | Info commands: 		
CF | - LOOK (L). 		
CF | - Get a recap of the STORY. 		
CF | - Check your GOALS. 		
CF | - Check your character STATUS (ST). 		
CF | - Read your BESTIARY (BEST). Type BESTIARY # or BEST # to see a 		
CF | specific entry. 		
CF | - Check your LOG of adventures. 		
CF | - See a list of TIPS (important!) 		
CF | 		
CF | Town commands: 		
CF | - Move around with N, S, W, E. 		
CF | - Begin an ADVENTURE (ADV). 		
CF | - BUY things in shops. 		
CF | - TALK in the tavern. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "st" 		
CF ] Town Square 		
CF | > 		
CF | > ST 		
CF | 		
CF | You are a Level 1 adventurer. You're equipped with a run-of-the-mill 		
CF | sword and light leather armor. 		
CF | 		
CF | You have 3 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | A middle-aged adventurer tells you, "Did you know there are two 		
CF | varieties of each monster? They can be normal or tough. 		
CF | The tough ones take a lot longer to kill, and a beginning adventurer 		
CF | should just skip them. Luckily, you can tell them apart. For example, 		
CF | pay attention to the eyes of skeletons." 		
CF | 		
CF | (New tip added!) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You don't find any other interesting conversations. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "goals" 		
CF ] Tavern 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 1 Goals 		
CF | 		
CF | - Discover Blornang's Hall 		
CF | - Defeat 5 monsters on one adventure 		
CF | - Buy a tabard 		
CF | 		
CF | > 		MoyTravis asks, "Hmm. Did it say how to heal?"
		DavidW says, "no"
		Jacqueline says, "I'm not sure you do"
		Knight_Otu says, "I think we got healed by coming home."
MoyTravis says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got a decent SWORD. Better than average, I'd say. 		
CF | Good for adventures. Price is 15 crowns. 		
CF | 		
CF | "I also have some leather ARMOR. A little sturdier than what you're 		
CF | wearing. You can have it for 20 crowns. 		
CF | 		
CF | "I also have a fine TABARD. All adventurers should wear one, shows 		
CF | people you mean business. Yours for 25 crowns." 		
CF | 		
CF | > 		DavidW says, "I'm hoping coming home healed us."
		MoyTravis says, "Yeah we got 3 crowns."
		MoyTravis says, "This stuff's pretty pricy."
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Equipment Shop 		
CF | > 		
CF | > TALK 		
CF | 		
CF | Robard says, "Hello there!" 		
CF | 		
CF | > 		Knight_Otu says, "Oh my, we can't afford anything."
		DavidW says, "We don't have anywhere near enough money yet."
		MoyTravis says, "No kidding! Let's check out the wizard store."
MoyTravis says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | You notice a sign next to the door: "Patrons must be Level 2." 		
CF | 		
CF | > 		MoyTravis says, "F"
		Knight_Otu says, "Should have killed some bandits on the road and told the mayor."
		Knight_Otu says, "(Sorry.)"
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Crypt (rootling) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a crypt. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling swipes at you with a thorny vine. You 		
CF | swing your sword and chop off a few small twigs. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt HP: 12/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a bronze bowl worth 2 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "That went better."
		MoyTravis says, "Well that one went better."
		MoyTravis says, "Can we sell this junk we're picking up? I should've checked that."
		DavidW says, "You don't have to fight. Continue (C) should usually work too."
		Knight_Otu asks, "I think we auto-sell?"
		MoyTravis exclaims, "Yes but fighting gives Stuff, which you can use to get XP and More Stuff!"
MoyTravis says (to ClubFloyd), "i" 		
CF ] Crypt HP: 12/20 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 1 adventurer. You're equipped with a run-of-the-mill 		
CF | sword and light leather armor. 		
CF | 		
CF | You have 3 crowns. 		
CF | 		
CF | Loot collected: 		
CF | bronze bowl (2 crowns) 		
CF | Total value: 2 crowns 		
CF | 		
CF | > 		DavidW says, "yeah, I think it is auto-sell"
		MoyTravis says, "Yeah."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (skeleton) HP: 12/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You come to a torture room. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		MoyTravis says, "Hmm you guys think we can take Mr. Skellington at 12 HP"
		Knight_Otu asks, "Aren't we supposed to SEARCH after defeeating the monster too? Or did I misread?"
		DavidW says, "no, I don't think so."
		MoyTravis says, "No we are, I just forgot to do it."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Storeroom (serpent) HP: 12/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You make your way along a rough, 		
CF | twisting passage. You kick open an iron door and enter an abandoned 		
CF | storeroom. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		DavidW says, "er, YES to search, NO to fighting the skeleton"
		MoyTravis says, "you know what let's not fight the 15-foot-long snake let's go home and heal maybe"
		DavidW says, "damn this awkward laptop"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#2): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bowl (2 crowns) 		
CF | 		
CF | Loot value: 2 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 1 crown 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 1 Goals 		
CF | 		
CF | - Discover Blornang's Hall 		
CF | - Defeat 5 monsters on one adventure 		
CF | - Buy a tabard 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Shrine (skeleton) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You kick 		
CF | open a wooden door and enter an ancient shrine. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine (skeleton) HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the skeleton with your sword. It 		
CF | counters and pounds you with its mace. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine (skeleton) HP: 13/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton thumps you in the shoulder with its mace. You land a 		
CF | couple of swift strokes. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		DavidW says, "Adventuring costs money too, I see."
		Knight_Otu says, "Yeah."
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine HP: 9/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton hits your chest with its mace. You strike back with your 		
CF | sword and smash its spine. It collapses into a pile of bones! 		
CF | 		
CF | (You lose 4 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Shrine HP: 9/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		MoyTravis says, "It looks like almost everything takes half our HP at this point, but if you beat 1 thing you get a positive return."
		MoyTravis asks, "...now. If I weren playing this offline what I'd do is grind up to 15 crowns and buy the sword. But, uh, that's kinda boring?"
		DavidW says, "But grinding is probably the best strategy."
		MoyTravis asks, "So. What're y'all wanting to do with this?"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#3): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (2 crowns) 		
CF | 		
CF | Loot value: 2 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 1 crown 		
CF | 		
CF | > 		DavidW says, "Early grinding may not be sexy, but I think it's necessary."
		MoyTravis says, "Yes but then it'll be like five minutes of me just filling up the log with "go 2 dungeon kill guy go back repeat""
		MoyTravis says, "which, you know, I can do."
		Jacqueline is smirking at 'non-sexy grinding'
		Jacqueline says, "I'm good with the non-sexy early grind."
		MoyTravis says, "Well, ok, I guess I'll just do that then."
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Bare Chamber (goblin) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into a bare chamber. 		
CF | 		
CF | A goblin jumps up and shouts, "Yar!" It has long arms and a perpetual 		
CF | scowl. It wears a tattered loincloth and wields a wooden club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber HP: 17/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Bare Chamber HP: 17/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		Knight_Otu says, "Well, well."
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#4): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (3 crowns) 		
CF | 		
CF | Loot value: 3 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 2 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Storeroom (rootling) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | an abandoned storeroom. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom (rootling) HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling swipes at you with a thorny vine. You 		
CF | swing your sword and chop off a few small twigs. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom (rootling) HP: 13/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling swipes at you with a thorny vine. You swing your sword 		
CF | and chop off a few small twigs. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom (rootling) HP: 8/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling swipes at you with a thorny vine. You swing your sword 		
CF | and chop off a few small twigs. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 5/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a bronze bowl worth 1 crown. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 5/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. At the bottom of a 		
CF | barrel you find a wooden statuette worth 4 crowns! 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#5): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bowl (1 crown) 		
CF | wooden statuette (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 6 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 5 crowns 		
CF | 		
CF | > 		DavidW says, "I'm gonna pretend the perpetual scowl was a peppermint scone."
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. You arrive 		
CF | and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "We could probably have continued after that goblin."
MoyTravis pushes the green 'space' button. 		
CF ] Bare Chamber (goblin) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You walk through a doorway into a 		
CF | bare chamber. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Bare Chamber HP: 16/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#6): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | 		
CF | Loot value: 2 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 1 crown 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Cave (giant rat) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You follow a narrow passage. You come to a ledge, and drop down into a 		
CF | natural cave. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave (giant rat) HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat leaps up and bites your arm. You throw it 		
CF | off and stab with your sword, wounding it. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave HP: 13/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat charges and bites your leg. You strike a fierce blow with your 		
CF | sword and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a silver ring worth 3 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Cave HP: 13/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the cave carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#7): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (3 crowns) 		
CF | 		
CF | Loot value: 3 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 2 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 1 adventurer. You're equipped with a run-of-the-mill 		
CF | sword and light leather armor. 		
CF | 		
CF | You have 15 crowns. 		
CF | 		
CF | > 		MoyTravis says, "hooray"
MoyTravis says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got a decent SWORD. Better than average, I'd say. 		
CF | Good for adventures. Price is 15 crowns. 		
CF | 		
CF | "I also have some leather ARMOR. A little sturdier than what you're 		
CF | wearing. You can have it for 20 crowns. 		
CF | 		
CF | "I also have a fine TABARD. All adventurers should wear one, shows 		
CF | people you mean business. Yours for 25 crowns." 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "buy sword" 		
CF ] Equipment Shop 		
CF | > 		
CF | > BUY SWORD 		
CF | 		
CF | You buy the sword. It's definitely better than what you started with. 		
CF | You should be able to dispatch monsters a little more quickly now. 		
CF | 		
CF | > 		DavidW says, "yay"
		Knight_Otu says, "Sword get."
		MoyTravis says, "Now we have a slightly better sword. Hooray."
		Jacqueline says, "woo"
MoyTravis says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You fall into conversation with another adventurer. "I've always 		
CF | noticed something about the different kinds of rooms in dungeons. Some 		
CF | of them tend to have treasures, and others tend to have traps. If 		
CF | you're going to search them, I recommend treasures over traps." 		
CF | 		
CF | (New tip added!) 		
CF | 		
CF | > 		MoyTravis says, "Oh huh. There are traps. Well sure."
		Knight_Otu says, "Hm."
		lkcampbell asks, "I can't remember is there a way to review tips?"
		Jacqueline asks, "How do we know the difference between the two types of rooms?"
MoyTravis says (to ClubFloyd), "tips" 		
CF ] Tavern 		
CF | > 		
CF | > TIPS 		
CF | 		
CF | 1. General Adventuring 		
CF | 2. Leveling 		
CF | 3. The Tavern 		
CF | *4. Monster Varieties 		
CF | *5. Searching 		
CF | 		
CF | (To read a tip, type TIP [number].) 		
CF | 		
CF | > 		lkcampbell says, "because the tips are important"
MoyTravis says (to ClubFloyd), "Yeah it's just "tips"" 		
CF ] Tavern 		
CF | > 		
CF | > YEAH IT'S JUST "TIPS" 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		MoyTravis says, "Yeah it's just "tips""
		Jacqueline asks, "Oh, so we can read more about those now in our tips?"
Jacqueline says (to ClubFloyd), "tip 4" 		
CF ] Tavern 		
CF | > 		
CF | > TIP 4 		
CF | 		
CF | Most monsters come in two varieties: normal and tough. 		
CF | It's significantly harder to defeat the tough variety. You can tell 		
CF | them apart by their appearance. (For example, normal skeletons have 		
CF | blue eyes, but tough skeletons have red eyes.) 		
CF | 		
CF | > 		MoyTravis says, "I think it's just the same thing."
		Knight_Otu says, "I guess it's repeating what we've been told."
		MoyTravis says, "Yeah."
Jacqueline says (to ClubFloyd), "tip 5" 		
CF ] Tavern 		
CF | > 		
CF | > TIP 5 		
CF | 		
CF | Some types of locations tend to have extra loot, but others tend to 		
CF | have traps. (For example, it can be rewarding to search crypts, but 		
CF | it's a bad idea to search torture rooms.) 		
CF | 		
CF | Note: Every time you SEARCH or CONTINUE, a bit of your 		
CF | adventuring time elapses. If you run out of time, you'll have to go 		
CF | home. 		
CF | 		
CF | > 		MoyTravis says, "Oh! Wait. No, there's more info, huh."
		Jacqueline says, "Yeah"
		Jacqueline says, "There were asterisks."
		MoyTravis says, "Well that's kind of obnoxious as a design."
		Jacqueline says, "I thought it was decently flagged, but... ymmv"
		MoyTravis asks, "Like, every time you "talk" you should immediately go to the tips menu to get the mechanics commentary, instead of just putting it in the tip?"
		MoyTravis says, "oh well anyways to the dungeon I guess"
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Bare Chamber (rootling) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You kick open an iron door and 		
CF | enter a bare chamber. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		Jacqueline says, "Looks like maybe we have to learn more about types of rooms... we only know about two typs."
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber (rootling) HP: 15/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You cut into the rootling, spilling some sap. It 		
CF | winds up and hits you with a thorny vine. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber (rootling) HP: 10/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber HP: 7/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		MoyTravis says, "So, I bet the eerily creaking one is the tough one."
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#8): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (2 crowns) 		
CF | 		
CF | Loot value: 2 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 1 crown 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Bare Chamber (giant rat) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You come to a bare chamber. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly."
		MoyTravis says, "ok rat let's go"
		Jacqueline says, "Is a rootling an original monster? I don't recall one from other things I've played or read."
		lkcampbell asks, "is Groot a rootling?"
		DavidW says, "Sounds like an animated plant."
		MoyTravis says, "Hmm I'm picturing the Awoken guys from Monster Train."
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber (giant rat) HP: 17/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You swipe at the rat, drawing blood. It charges at 		
CF | you and bites into your leg. Ouch! 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		Jacqueline says (to lkc), "Oh, possibly."
		Knight_Otu says, "I guess it's original, but there's several plant monsters."
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber (giant rat) HP: 12/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You swipe at the rat, drawing blood. It charges at you and bites into 		
CF | your leg. Ouch! 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber HP: 8/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat charges and bites your leg. You strike a fierce blow with your 		
CF | sword and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		lkcampbell says, "I envisioned Groot"
		lkcampbell says, "or perhaps baby Groot"
MoyTravis says (to ClubFloyd), "se" 		
CF ] Bare Chamber HP: 8/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		Knight_Otu says, "My mind went to twig blights from DnD forsome reason."
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#9): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (1 crown) 		
CF | 		
CF | Loot value: 1 crown 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 0 crowns 		
CF | 		
CF | > 		Jacqueline says (to lkc), "An angry baby Groot"
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Storeroom (giant rat) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Ah yeah, I haven't done much D&D"
		lkcampbell says, "like a Baby Huey Groot"
		Knight_Otu says, "(Which is weird as they don't really do root attacks.)"
		MoyTravis asks, "Hmm that last rat with the same description was tough, so...skip?"
		MoyTravis asks, "What, Groot? Or twig thingies?"
		Knight_Otu says, "Yeah, skip."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (rootling) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You make your way along a rough, 		
CF | twisting passage. You kick open an iron door and enter a natural cave. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You descend a short flight of stairs. 		
CF | You kick open an iron door and enter a torture room. 		
CF | 		
CF | A goblin jumps up and shouts, "Slarg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Torture Room HP: 15/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 5 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "Twig blights don't do root attacks, I meant."
		MoyTravis says, "hmm that type of goblin is pretty easy"
MoyTravis says (to ClubFloyd), "se" 		
CF ] Torture Room HP: 15/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		Jacqueline asks (of KO), "Is that a computer joke?"
		lkcampbell says, "If you are going to wear a loincloth, you should make an effort to maintain it."
		Knight_Otu says (to Jacq), "I didn't intend it as one."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (giant rat) HP: 15/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You come to a ledge, and drop down into a 		
CF | bare chamber. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		lkcampbell says, "because a tattered loincloth is the worse kind of loincloth"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (rootling) HP: 15/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You descend a short flight of stairs. 		
CF | You kick open a wooden door and enter a natural cave. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Crypt (goblin) HP: 15/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You descend a short flight of stairs, 		
CF | carefully avoiding a loose step. You come to a ledge, and drop down 		
CF | into a crypt. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		Knight_Otu says, "It sure is."
		MoyTravis says, "Hey a Blorg goblin. I bet this one's tough."
		Knight_Otu says, "Probably."
		lkcampbell asks, "did the other one say Blarg?"
		MoyTravis exclaims, "Let's die to it!"
		Jacqueline says, "This one also takes better care of its loincloth."
		MoyTravis exclaims, "It said Slarg!"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt (goblin) HP: 12/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the goblin with your sword. It conks 		
CF | you on the shoulder with its club. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt (goblin) HP: 9/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the goblin with your sword. It conks you on the shoulder 		
CF | with its club. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt HP: 4/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 5 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a bronze bowl worth 2 crowns. 		
CF | 		
CF | > 		Knight_Otu exclaims, "We live!"
		MoyTravis says, "Yup Blorg! goblin with a better-maintained lioncloth is definitely the tough type."
MoyTravis says (to ClubFloyd), "se" 		
CF ] Crypt HP: 4/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside an ancient 		
CF | vase you find a pouch of bronze coins worth 1 crown! 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#10): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | bronze bowl (2 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 6 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 5 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is gray and cloudy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Shrine (skeleton) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | an ancient shrine. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		MoyTravis asks, "Hmm was red easy or hard?"
		DavidW says, "red is tough"
		Jacqueline says, "Yeah"
		MoyTravis says, "bye skeleton"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (rootling) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You descend a short flight of stairs. 		
CF | You kick open a wooden door and enter a torture room. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		Jacqueline says, "This seems ominous"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (giant rat) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You walk through a doorway into a natural 		
CF | cave. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		MoyTravis exclaims, "This one's...easy!"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave HP: 17/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "I wonder if the weather has an effect."
		DavidW says, "Maybe with magic"
		Jacqueline says, "Hm. Yeah"
		MoyTravis says, "Maybe."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (skeleton) HP: 17/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You walk through a doorway into a 		
CF | bare chamber. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		Jacqueline says, "Could just be scene setting, but yeah."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (rootling) HP: 17/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You make your way along a rough, 		
CF | twisting passage. You walk through a doorway into a torture room. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (giant rat) HP: 17/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You make your way along a rough, 		
CF | twisting passage. You come to a natural cave. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave (giant rat) HP: 13/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You swipe at the rat, drawing blood. It charges at 		
CF | you and bites into your leg. Ouch! 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		MoyTravis says, "oh whoops it has black bristles."
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave (giant rat) HP: 8/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You swipe at the rat, drawing blood. It charges at you and bites into 		
CF | your leg. Ouch! 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave HP: 4/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat charges and bites your leg. You strike a fierce blow with your 		
CF | sword and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Cave HP: 4/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the cave carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#11): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (2 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | 		
CF | Loot value: 3 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 2 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Crypt (skeleton) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You follow a narrow passage. You come to a ledge, and drop down into a 		
CF | crypt. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Shrine (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You descend a short flight of stairs. 		
CF | You walk through a doorway into an ancient shrine. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		Jacqueline asks, "Have we gotten all the tavern tips?"
		lkcampbell asks, "can you list the goals again when you get a moment?"
		MoyTravis says, "Hey this one says Yarg. It has a noice loincloth though."
		DavidW says (to Jacqueline), "I highly doubt it."
		MoyTravis says, "uh I'll fight this goblin and go back to town and pause"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine (goblin) HP: 15/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin yells and gives you a solid whack with 		
CF | its club. You counterattack and cut its leg. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		Knight_Otu says, "There probably are more tips."
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine (goblin) HP: 11/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin yells and gives you a solid whack with its club. You 		
CF | counterattack and cut its arm. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine HP: 6/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 5 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Shrine HP: 3/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. As you poke around 		
CF | the altar, a small opening puffs out some poison gas! You cough 		
CF | uncontrollably. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | You find nothing else of interest. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#12): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (1 crown) 		
CF | 		
CF | Loot value: 1 crown 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 0 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | A mysterious person in a wide-brimmed black hat calls you over. He 		
CF | asks if you know any secret entrances into the city of Horgalon. You 		
CF | regret that you're unable to help him. 		
CF | 		
CF | > 		Jacqueline says, "oops - gas trap"
		MoyTravis asks, "I guess no more tips for now?"
MoyTravis says (to ClubFloyd), "goals" 		
CF ] Tavern 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 1 Goals 		
CF | 		
CF | - Discover Blornang's Hall 		
CF | - Defeat 5 monsters on one adventure 		
CF | - Buy a tabard 		
CF | 		
CF | > 		Jacqueline says, "Well, it may be random."
		MoyTravis says, "I'm trying to go pick out the easy fights so we can get 5 monsters."
		Jacqueline says, "Like, sometimes you get a tip, sometimes you give a tip (if you can)"
		Knight_Otu says, "Probably is."
		DavidW says, "I imagine tips are also progress-dependent."
		MoyTravis asks, "Ok I'll check after every adventure. We good to go back to the dungeon?"
		Jacqueline says (to DW), "Hm, yeah"
		Knight_Otu asks, "What's our status?"
DavidW says (to ClubFloyd), "st" 		
CF ] Tavern 		
CF | > 		
CF | > ST 		
CF | 		
CF | You are a Level 1 adventurer. You're equipped with a decent sword and 		
CF | light leather armor. 		
CF | 		
CF | You have 8 crowns. 		
CF | 		
CF | > 		MoyTravis says, "Still level 1."
		MoyTravis says, "Goals = levels I think."
		DavidW says, "We upgraded our sword once, that's all really."
		Knight_Otu says, "Yeah, just 8 crowns. Venture forth, I guess."
		lkcampbell says, "we might be able to get that 5 monster goal"
		Jacqueline says, "Still gotta discover Blornang's Hall"
		MoyTravis says, "We can get the 5 monster goal if we only fight easy guys."
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Torture Room (goblin) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You walk through a doorway into a torture room. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		lkcampbell says, "if the monsters are chosen wisely"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Torture Room HP: 17/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Torture Room HP: 14/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. At one point a sharp 		
CF | implement falls over, cutting you! 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | You find nothing else of interest. 		
CF | 		
CF | > 		Knight_Otu says, "Darn traps."
		DavidW says, "Don't search torture rooms!"
		MoyTravis says, "Hmm. Maybe I shouldn't search every room."
		Knight_Otu says, "We need thieves tools or something."
		lkcampbell says, "yup"
		Jacqueline says, "Yeah"
		Knight_Otu says, "Yes."
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#13): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | wooden statuette (4 crowns) 		
CF | 		
CF | Loot value: 4 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 3 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Shrine (skeleton) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into an ancient shrine. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine HP: 17/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton hits your head with its mace. You 		
CF | strike back with your sword and smash its arm. It collapses into a 		
CF | pile of bones! 		
CF | 		
CF | (You lose 3 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (serpent) HP: 17/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You walk through a doorway into a 		
CF | bare chamber. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (giant rat) HP: 17/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You follow a narrow passage, working 		
CF | your way around a pile of rubble. You walk through a doorway into a 		
CF | natural cave. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		lkcampbell says, "torture room is bad, we are pretty much up to where we got so I will talk again about the game again"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave HP: 12/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 5 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Shrine (rootling) HP: 12/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You walk through a doorway into an 		
CF | ancient shrine. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (goblin) HP: 12/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You descend a short flight of stairs. 		
CF | You come to a ledge, and drop down into a bare chamber. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a tattered loincloth and wields a wooden club. 		
CF | 		
CF | > 		Jacqueline says (to lkc), "Cool"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber HP: 12/20 		
CF | > 		
CF | > F 		
CF | 		
CF | Before the goblin can react, you give it a precise stab and kill it! 		
CF | 		
CF | (Lucky strike!) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		MoyTravis exclaims, "Hooray! That is lucky!"
		Knight_Otu says, "Hey hey."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (serpent) HP: 12/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You come to a ledge, and drop down into a torture room. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		DavidW says, "The rootline had small leaves.Was probably the easy version"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Shrine (rootling) HP: 12/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You proceed along a wide corridor. You 		
CF | kick open an iron door and enter an ancient shrine. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		MoyTravis asks, "Hmm. This one has shiny. Hard, then?"
		DavidW says, "this one's tough, yeah"
		lkcampbell says, "avoid fighting tough monsters and avoid searching certain room types"
		Knight_Otu says, "Probably yeah."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Crypt (giant rat) HP: 12/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You make your way along a rough, 		
CF | twisting passage. You kick open an iron door and enter a crypt. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt HP: 9/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (goblin) HP: 9/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You walk through a doorway into a torture 		
CF | room. 		
CF | 		
CF | A goblin jumps up and shouts, "Glarg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Torture Room HP: 4/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 5 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | { Goal completed! (Defeat 5 monsters on one adventure) } 		
CF | 		
CF | > 		Jacqueline says, "woo"
		MoyTravis exclaims, "hooray!"
		lkcampbell says, "there it is :)"
		Knight_Otu exclaims, "Yeah!"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#14): 		
CF | 		
CF | You defeated 5 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (2 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | silver ring (2 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 13 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 12 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You chat with Ruilla Mongor, a lady who runs a general store in 		
CF | another part of town. She says business is good right now, but she 		
CF | fears it may not last. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "goals" 		
CF ] Tavern 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 1 Goals 		
CF | 		
CF | - Discover Blornang's Hall 		
CF | X - Defeat 5 monsters on one adventure 		
CF | - Buy a tabard 		
CF | 		
CF | > 		Jacqueline asks, "We can talk more than once, right?"
		MoyTravis asks, "I guess we just keep going in the dungeon?"
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You don't find any other interesting conversations. 		
CF | 		
CF | > 		Jacqueline says, "Oh"
		MoyTravis says, "Yes but it don't do nothing."
		Jacqueline says, "Got it"
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Cave (serpent) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You kick open an iron door and 		
CF | enter a natural cave. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		MoyTravis says, "So we haven't fought a snake yet."
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave (serpent) HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You give the serpent a shallow cut with your 		
CF | sword. It bites your sword arm. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave (serpent) HP: 11/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You give the serpent a shallow cut with your sword. It bites your 		
CF | sword arm. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave HP: 8/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The serpent gives you a nasty bite. You respond with a powerful stroke 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | > 		lkcampbell asks, "how close are we to a tabard?"
		MoyTravis says, "well that was the hard one"
		DavidW says, "obviously"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#15): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (2 crowns) 		
CF | 		
CF | Loot value: 2 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 1 crown 		
CF | 		
CF | > 		DavidW says, "15 feet and unblinking eyes"
		MoyTravis asks, "We're I think 3 off?"
MoyTravis says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 1 adventurer. You're equipped with a decent sword and 		
CF | light leather armor. 		
CF | 		
CF | You have 24 crowns. 		
CF | 		
CF | > 		MoyTravis says, "Oh we're 1 off."
		lkcampbell says, "ooo, that's close"
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu exclaims, "So close!"
MoyTravis pushes the green 'space' button. 		
CF ] Cave (skeleton) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | a natural cave. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton hits your shoulder with its mace. You 		
CF | strike back with your sword and smash its spine. It collapses into a 		
CF | pile of bones! 		
CF | 		
CF | (You lose 4 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Cave HP: 16/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the cave carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Shrine (goblin) HP: 16/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You come to an ancient shrine. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Storeroom (giant rat) HP: 16/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You descend a short flight of stairs. You 		
CF | come to a ledge, and drop down into an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 13/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 13/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a pile of rags 		
CF | you find a bronze bowl worth 1 crown! 		
CF | 		
CF | > 		lkcampbell says, "so storeroom search is good"
		MoyTravis asks, "That should be enough?"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#16): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (2 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | bronze bowl (1 crown) 		
CF | 		
CF | Loot value: 4 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 3 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got some leather ARMOR. A little sturdier than what 		
CF | you're wearing. You can have it for 20 crowns. 		
CF | 		
CF | "I also have a fine TABARD. All adventurers should wear one, shows 		
CF | people you mean business. Yours for 25 crowns." 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "buy tabard" 		
CF ] Equipment Shop 		
CF | > 		
CF | > BUY TABARD 		
CF | 		
CF | You buy the tabard. It looks good! 		
CF | 		
CF | { Goal completed! (Buy a tabard) } 		
CF | 		
CF | > 		MoyTravis says, "Should probably get the armor tbh."
MoyTravis says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You sit down with a group of clerks from the nearby city of Horgalon. 		
CF | They tell a lot of paperwork jokes. You have a hard time picking up on 		
CF | the humor. 		
CF | 		
CF | > 		Jacqueline says, "Relatable."
		MoyTravis asks, "Is that a pun or does it just look like it should be?"
		lkcampbell asks, "whats the third goal? we have to visit something?"
		MoyTravis asks, "Yeah I guess we just have to wander around a lot?"
		Knight_Otu says, "Hall of someone or other, yyeah."
		Jacqueline says, "Blornang's Hall"
		DavidW says, "I think to find Blornang's Hall, you have to proceed N locations deep."
		MoyTravis asks, "Well I can just skip all the fights for like ten rooms and see how that goes?"
		lkcampbell says, "you can try it, sure"
		DavidW says, "yeah"
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Crypt (serpent) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a crypt. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (rootling) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You follow a narrow passage. You walk 		
CF | through a doorway into a bare chamber. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		Knight_Otu asks, "Probably also killed a few enemies to prevent just 'c'ing?"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You follow a narrow passage, working 		
CF | your way around a pile of rubble. You kick open an iron door and enter 		
CF | a natural cave. 		
CF | 		
CF | A goblin jumps up and shouts, "Glarg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Storeroom (giant rat) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You follow a sloping passage. You come to 		
CF | an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (skeleton) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You proceed along a wide corridor. You 		
CF | kick open a wooden door and enter a bare chamber. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Crypt (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You proceed along a wide corridor. You 		
CF | kick open an iron door and enter a crypt. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (giant rat) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You follow a narrow passage, working your 		
CF | way around a pile of rubble. You come to a ledge, and drop down into a 		
CF | torture room. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Storeroom (serpent) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You descend a short flight of stairs, 		
CF | carefully avoiding a loose step. You walk through a doorway into an 		
CF | abandoned storeroom. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (skeleton) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You come to a ledge, and drop down into a 		
CF | bare chamber. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Shrine (rootling) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You descend a short flight of stairs. 		
CF | You come to an ancient shrine. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (giant rat) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You follow a narrow passage, working 		
CF | your way around a pile of rubble. You walk through a doorway into a 		
CF | torture room. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Crypt (skeleton) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You follow a sloping passage. You come 		
CF | to a crypt. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You make your way along a rough, 		
CF | twisting passage. You kick open an iron door and enter a natural cave. 		
CF | 		
CF | A goblin jumps up and shouts, "Yar!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (rootling) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You proceed along a wide corridor. You 		
CF | come to a torture room. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Storeroom (skeleton) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You make your way along a rough, 		
CF | twisting passage. You come to a ledge, and drop down into an abandoned 		
CF | storeroom. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Crypt (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You descend a short flight of stairs. 		
CF | You walk through a doorway into a crypt. 		
CF | 		
CF | A goblin jumps up and shouts, "Slarg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Crypt (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You've been exploring for a long time, and it's getting late. You'd 		
CF | better GO HOME. 		
CF | 		
CF | > 		Jacqueline says, "huh"
		MoyTravis says, "Ah. Ok."
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#17): 		
CF | 		
CF | You defeated 0 monsters. 		
CF | 		
CF | Treasures collected: none 		
CF | 		
CF | Adventuring costs: 1 crown 		
CF | Total loss: (1 crown) 		
CF | 		
CF | > 		lkcampbell says, "limited to ten rooms I guess"
		Jacqueline says, "gosh"
		DavidW says, "hm. Maybe that's not how it's done"
		MoyTravis says, "That was 15 rooms, I think."
		MoyTravis asks, "I guess we...should kill weak enemies?"
		lkcampbell asks, "maybe searching certain rooms?"
		MoyTravis says, "ooh, yeah, searching's a good idea."
		DavidW says, "I don't know."
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | You arrive and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Storeroom (serpent) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into an abandoned storeroom. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I guess we need to defeat enemies I suspect."
		lkcampbell says, "yeah after weak fights"
		Jacqueline says (to Travis), "Yeah, and searching the particular rooms that are good searchable."
		MoyTravis says, "But not THAT enemy."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You descend a short flight of stairs. 		
CF | You come to a ledge, and drop down into a torture room. 		
CF | 		
CF | A goblin jumps up and shouts, "Yar!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		DavidW says, "Searching certainly seems like it ought to work."
		MoyTravis says, "torture = bad"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (giant rat) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You follow a narrow passage. You kick 		
CF | open an iron door and enter a bare chamber. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Bare Chamber HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "search" 		
CF ] Bare Chamber HP: 16/20 		
CF | > 		
CF | > SEARCH 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		Jacqueline says, "aw"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Crypt (rootling) HP: 16/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | crypt. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		MoyTravis asks, "hmm, fight and search crypt and hope it doesn't kill us?"
		Jacqueline asks, "I wonder if 'Bare Chambers' are just always empty?"
Jacqueline says (to ClubFloyd), "tip" 		
CF ] Crypt (rootling) HP: 16/20 		
CF | > 		
CF | > TIP 		
CF | 		
CF | 1. General Adventuring 		
CF | 2. Leveling 		
CF | 3. The Tavern 		
CF | 4. Monster Varieties 		
CF | 5. Searching 		
CF | 		
CF | (To read a tip, type TIP [number].) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tip 5" 		
CF ] Crypt (rootling) HP: 16/20 		
CF | > 		
CF | > TIP 5 		
CF | 		
CF | Some types of locations tend to have extra loot, but others tend to 		
CF | have traps. (For example, it can be rewarding to search crypts, but 		
CF | it's a bad idea to search torture rooms.) 		
CF | 		
CF | Note: Every time you SEARCH or CONTINUE, a bit of your 		
CF | adventuring time elapses. If you run out of time, you'll have to go 		
CF | home. 		
CF | 		
CF | > 		MoyTravis says, "Yeah the working assumption is that the room type determines trap/teasure/empty"
		DavidW says, "Crypts have good stuff. Don't know if you're allowed to search with a monster right there, though."
		Jacqueline says, "Searching Crypts is good, yeah"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 12/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You cut into the rootling, spilling some sap. It 		
CF | winds up and hits you with a thorny vine. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		Knight_Otu says, "Maybe not fight, and I suspect bare chambers are empty usually, yeah."
		Jacqueline says, "But yeah, gotta kill the thing first, I think"
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 8/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Crypt HP: 4/20 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a faded map that shows the way to 		
CF | Blornang's Hall! It looks like it's not too far from here. 		
CF | 		
CF | (Story updated.) 		
CF | 		
CF | > 		MoyTravis says, "whoa, what"
		Knight_Otu says, "Oh."
		Jacqueline exclaims, "!"
		lkcampbell says, "oh, it just happens"
		MoyTravis asks, "I guess it's just random?"
		Jacqueline exclaims, "You found it!"
MoyTravis says (to ClubFloyd), "se" 		
CF ] Crypt HP: 4/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		lkcampbell asks, "or maybe after a certain number of monster kills?"
		MoyTravis asks, "Well let's go home first, I only have 4 HP?"
		lkcampbell says, "not sure"
		DavidW says, "yes home"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#18): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | tiny ruby (4 crowns) 		
CF | 		
CF | Loot value: 4 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 3 crowns 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "story" 		
CF ] Town Square 		
CF | > 		
CF | > STORY 		
CF | 		
CF | One evening in the Ruffled Feather, a strange old dwarf told you a 		
CF | legend about Black Knife Dungeon. There's supposed to be some kind of 		
CF | valuable relic deep inside. "But first, seek Blornang's Hall," the 		
CF | dwarf said before falling asleep on the table. 		
CF | 		
CF | You found a map showing the way to to Blornang's Hall. 		
CF | 		
CF | > 		Jacqueline says, "I wonder if it's both... the more monster's you kill, the better the odds of finding it."
DavidW says (to ClubFloyd), "log" 		
CF ] Town Square 		
CF | > 		
CF | > LOG 		
CF | 		
CF | 		
CF | Recent Adventure Log 		
CF | 		
CF | Adventure #14 		
CF | Monsters defeated: 5 		
CF | Loot collected: 13 crowns 		
CF | 		
CF | Adventure #15 		
CF | Monsters defeated: 1 		
CF | Loot collected: 2 crowns 		
CF | 		
CF | Adventure #16 		
CF | Monsters defeated: 2 		
CF | Loot collected: 4 crowns 		
CF | 		
CF | Adventure #17 		
CF | Monsters defeated: 0 		
CF | Loot collected: 0 crowns 		
CF | (Don't tell your friends about this one.) 		
CF | 		
CF | Adventure #18 		
CF | Monsters defeated: 2 		
CF | Loot collected: 4 crowns 		
CF | 		
CF | Total monsters defeated: 25 		
CF | Most monsters defeated on one adventure: 5 		
CF | Total lucky strikes: 1 		
CF | Total loot collected: 62 crowns 		
CF | Total adventuring costs: 18 crowns 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "It's probably just a random drop, this seems very...RPG Game-ish." 		
CF ] Town Square 		
CF | > 		
CF | > IT'S PROBABLY JUST A RANDOM DROP, THIS SEEMS VERY...RPG GAME-ISH. 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		MoyTravis says, "It's probably just a random drop, this seems very...RPG Game-ish."
MoyTravis says (to ClubFloyd), "lol" 		
CF ] Town Square 		
CF | > 		
CF | > LOL 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
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 ] Town Square 		
CF | > SAVEOk. 		
CF | 		
CF | > 		MoyTravis asks, "Anyways, I guess just go in the dungeon and wander around...?"
MoyTravis says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You exchange pleasantries with another patron, who compliments your 		
CF | tabard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "best snake" 		
CF ] Tavern 		
CF | > 		
CF | > BEST SNAKE 		
CF | 		
CF | I didn't understand that number. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bestiary" 		
CF ] Tavern 		
CF | > 		
CF | > BESTIARY 		
CF | 		
CF | 		
CF | Ye Bestiary 		
CF | 		
CF | 1. Skeleton (3 defeated) 		
CF | 2. Giant Rat (8 defeated) 		
CF | 3. Goblin (9 defeated) 		
CF | 4. Serpent (1 defeated) 		
CF | 5. Rootling (4 defeated) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "best 5" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 5 		
CF | 		
CF | 		
CF | 5. Rootling 		
CF | 		
CF | (Level 1 Oddity) 		
CF | 		
CF | Rootlings are often found in dungeons, but their origin is unknown. 		
CF | Their plantlike nature makes them susceptible to extreme temperatures. 		
CF | Adventurers should watch out for their thorns. 		
CF | 		
CF | "Plants should stay in the ground where they belong." —Philipus 		
CF | Cringe 		
CF | 		
CF | > 		lkcampbell asks, "so, did you guys ever play Skies Above?"
		MoyTravis asks, "Nope, whassat?"
		lkcampbell says, "this game reminds me a bit of that game, the leveling up of different layers, the grind, etc."
		DavidW says, "I might've played some of it if it's the game I'm thinking of."
		Jacqueline says (to Travis), "Another DiBianca game."
		lkcampbell says, "it's a previous Arthur DiBianca game"
		MoyTravis says, "Oh."
		Roger says, "I'm reminded most of those old BBS/"door" games"
DavidW says (to ClubFloyd), "best 4" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 4 		
CF | 		
CF | 		
CF | 4. Serpent 		
CF | 		
CF | (Level 1 Animal) 		
CF | 		
CF | Serpents can be found in many different environs. Their sudden, 		
CF | venomous attacks should not be underestimated. 		
CF | 		
CF | "They make fine handbags." —Rita Undercorbit 		
CF | 		
CF | > 		Jacqueline says, "We have not, and it's Floydable. I can add it to the CFS"
		lkcampbell says, "but Skies Above was pure grind, whereas this game has some random elements"
		Jacqueline asks (of lkc), "Do you recommend it?"
		MoyTravis says, "Okay, gonna go into the dungeon again, unless David wants to read more monster entries."
		Jacqueline says, "I would like to read about the others, please"
MoyTravis says (to ClubFloyd), "best 3" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 3 		
CF | 		
CF | 		
CF | 3. Goblin 		
CF | 		
CF | (Level 1 Humanoid) 		
CF | 		
CF | Goblins are nasty little creatures known for clobbering adventurers 		
CF | and taking their stuff. They don't wear much, even when it's cold. 		
CF | 		
CF | "Why do the dumb ones always fight with clubs?" —Ginswick 		
CF | Remardy 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "best 2" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 2 		
CF | 		
CF | 		
CF | 2. Giant Rat 		
CF | 		
CF | (Level 1 Animal) 		
CF | 		
CF | Giant rats are usually found in dark dungeons and ruins. Their quick 		
CF | attacks have overcome many an adventurer. 		
CF | 		
CF | "What we need is more giant cats." —Erdis Roughsitter 		
CF | 		
CF | > 		DavidW says, "I assume if you ADV again, you'll go to the new dungeon"
		lkcampbell says, "there are other Arthur games I would recommend first...let me see what you all have already played"
MoyTravis says (to ClubFloyd), "best 1" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 1 		
CF | 		
CF | 		
CF | 1. Skeleton 		
CF | 		
CF | (Level 1 Undead) 		
CF | 		
CF | Skeletons have been animated by strange Dormedian magic. They are 		
CF | generally equipped with maces, and they fight slowly. Their abundant 		
CF | ventilation makes arrows almost useless against them. 		
CF | 		
CF | "I'll give 'em this: they don't talk much." —Tangald Corl 		
CF | 		
CF | > 		DavidW says, "Temple of Shorgil and The Wand and Best Gopher Ever."
		lkcampbell says, "Skies Above might be a bit too grindy for group play"
		Jacqueline says (to lkc), "Thanks. That's why I asked, yeah"
		MoyTravis asks (of DavidW), "?"
		DavidW says, "oh and The Faciility or whatever it's called"
		MoyTravis asks, "Oh, are you recommending Arthur games?"
		Jacqueline says (to Travis), "Thank you for reading these. Each description had a nice little touch."
		DavidW says, "I'm naming ones I think are his that I've played. I do recommend them all."
		lkcampbell says, "Inside the Facility is my recommendation"
		lkcampbell says, "I'd also say The Wand, but you've already played it"
		MoyTravis says, "f adv"
		MoyTravis says, "Uh."
MoyTravis says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. You arrive 		
CF | and enter cautiously.... 		
CF | 		
CF | Press SPACE. 		
MoyTravis pushes the green 'space' button. 		
CF ] Cave (serpent) HP: 20/20 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | a natural cave. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		lkcampbell says, "I like most of his games"
		Jacqueline says (to Travis), "Driving is hard."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Storeroom (goblin) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You come to a ledge, and drop down into an 		
CF | abandoned storeroom. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Shrine (skeleton) HP: 20/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You follow a sloping passage. You walk 		
CF | through a doorway into an ancient shrine. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Shrine HP: 16/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton hits your chest with its mace. You 		
CF | strike back with your sword and smash its arm. It collapses into a 		
CF | pile of bones! 		
CF | 		
CF | (You lose 4 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		MoyTravis says, "So I'm not sure what I should be doing here."
MoyTravis says (to ClubFloyd), "se" 		
CF ] Shrine HP: 16/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		DavidW asks, "hm, I don't think you used the map, did you?"
		MoyTravis asks, "Was there a "use" command somewhere?"
MoyTravis says (to ClubFloyd), "use ma" 		
CF ] Shrine HP: 16/20 		
CF | > 		
CF | > USE MA 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "help" 		
CF ] Shrine HP: 16/20 		
CF | > 		
CF | > HELP 		
CF | 		
CF | 		
CF | Command Help 		
CF | 		
CF | You can always SAVE, LOAD, RESTART, or QUIT. 		
CF | 		
CF | Info commands: 		
CF | - LOOK (L). 		
CF | - Get a recap of the STORY. 		
CF | - Check your GOALS. 		
CF | - Check your character STATUS (ST). 		
CF | - Read your BESTIARY (BEST). Type BESTIARY # or BEST # to see a 		
CF | specific entry. 		
CF | - Check your LOG of adventures. 		
CF | - See a list of TIPS (important!) 		
CF | 		
CF | Adventuring commands: 		
CF | - FIGHT (F) a monster. 		
CF | - CONTINUE (C) exploring. 		
CF | - SEARCH (SE) a room. 		
CF | - GO HOME. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "goals" 		
CF ] Shrine HP: 16/20 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 1 Goals 		
CF | 		
CF | - Discover Blornang's Hall 		
CF | X - Defeat 5 monsters on one adventure 		
CF | X - Buy a tabard 		
CF | 		
CF | > 		Knight_Otu asks, "I suspect that with the map, we have a chance to get to the room randomly?"
		MoyTravis asks, "So...just keep going, normally, and hope it works?"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Torture Room (rootling) HP: 16/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You come 		
CF | to a ledge, and drop down into a torture room. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		DavidW says, "You might have to USE MAP or ADV HALL"
		lkcampbell says, "oh yeah, that makes sense"
MoyTravis says (to ClubFloyd), "c" 		
CF ] Bare Chamber (serpent) HP: 16/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You make your way along a rough, 		
CF | twisting passage. You walk through a doorway into a bare chamber. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "c" 		
CF ] Blornang's Hall HP: 16/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You follow a tight, winding passage, and 		
CF | emerge through a narrow opening.... 		
CF | 		
CF | Blornang's Hall 		
CF | Thick pillars run the length of this stone hall, and at the end you 		
CF | see a tall wooden seat with the name BLORNANG carved in the wall above 		
CF | it. Many pieces of broken furniture lie scattered around. 		
CF | 		
CF | As you approach the seat, you are startled by a ghostly voice. "Hail, 		
CF | wanderer. I was once Blornang, the lord of this dungeon. Now all is 		
CF | overrun by monsters. It's a terrible state of affairs! Well, look 		
CF | under that seat." You do so, and discover an old wooden key. The voice 		
CF | continues, "To reach the heart of the dungeon, you must go next to the 		
CF | Raining Cave!" After a dramatic pause, "It's on Level 2." 		
CF | 		
CF | (Story updated.) 		
CF | 		
CF | { Goal completed! (Discover Blornang's Hall) } 		
CF | 		
CF | > 		MoyTravis says, "No, it just kinda...happens."
		DavidW says, "oh."
		Knight_Otu says, "There it is."
		MoyTravis exclaims, "Anyways, hooray! We found the hall!"
		DavidW says, "Well, I didn't know."
MoyTravis says (to ClubFloyd), "c" 		
CF ] Cave (giant rat) HP: 16/20 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to a ledge, and drop down into 		
CF | a natural cave. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "f" 		
CF ] Cave HP: 12/20 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "se" 		
CF ] Cave HP: 12/20 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the cave carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		lkcampbell says, "so we hit the next level I would guess"
MoyTravis says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#19): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | tiny ruby (4 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 7 crowns 		
CF | Adventuring costs: 1 crown 		
CF | Total revenue: 6 crowns 		
CF | 		
CF | { You have reached Level 2! Congrats! Your hit points have 		
CF | increased, and the Magic Shop is open to you. Unfortunately, 		
CF | adventuring costs have increased. You can now proceed down to Level 2 		
CF | of the dungeon. } 		
CF | 		
CF | > 		lkcampbell says, "there it is"
		MoyTravis exclaims, "Hooray! We're level 2 now!"
MoyTravis says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | light leather armor. You're also wearing a fine tabard. You have found 		
CF | a wooden key. 		
CF | 		
CF | You have 10 crowns. 		
CF | 		
CF | > 		DavidW asks, "Key to what Cave>?"
		lkcampbell says, "so let's check out the new goals"
		MoyTravis says, "Well we should probably get some better armor. But let's check out town first."
MoyTravis says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 2 Goals 		
CF | 		
CF | - Discover the Raining Cave 		
CF | - Defeat 4 tough monsters on one adventure 		
CF | - Buy a cape 		
CF | - Bring back 30+ crowns from an adventure 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "w" 		
CF ] Magic Shop 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Magic Shop 		
CF | This is very obviously a magic shop. Every square inch of shelf and 		
CF | table is occupied by old books, colored crystals, and containers of 		
CF | various fluids. Varnthlorian, the gaunt and elderly shopkeeper, sits 		
CF | on a high stool, examining you thoughtfully. The exit is east. 		
CF | 		
CF | Varnthlorian says, "Perhaps you would like this lovely AMULET that 		
CF | will allow you to shoot magic arrows whenever you want. I'm asking 30 		
CF | crowns. 		
CF | 		
CF | "I also recommend this fine enchanted SHEATH that will slightly 		
CF | improve your chance of getting lucky strikes. The price is 90 crowns." 		
CF | 		
CF | > 		lkcampbell exclaims, "4 tough monsters eep!"
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Magic Shop 		
CF | > 		
CF | > TALK 		
CF | 		
CF | "Welcome," says Varnthlorian. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Town Square 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You sit down with a large group of travelers. They are apparently 		
CF | going to a festival in Royo, a little town on the coast. They keep 		
CF | slapping you on the back as if you were a member of their party. 		
CF | 		
CF | > 		MoyTravis says, "No new tips, I guess."
		MoyTravis asks, "Anybody else feel inclined to drive?"
		Knight_Otu says, "Wow, thingsare getting tough and expensive."
		DavidW says, "check back for 'kick me' sign"
		Knight_Otu says, "I can try driving"
		MoyTravis says, "Please."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | light leather armor. You're also wearing a fine tabard. You have found 		
CF | a wooden key. 		
CF | 		
CF | You have 10 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got some leather ARMOR. A little sturdier than what 		
CF | you're wearing. You can have it for 20 crowns. 		
CF | 		
CF | "I also have an extra-sharp SWORD. A little better than what you have. 		
CF | Price is 50 crowns. 		
CF | 		
CF | "I also have a stylish CAPE. Gives you a real presence. It's a bargain 		
CF | at 65 crowns." 		
CF | 		
CF | > 		Knight_Otu says, "Man, these prices."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You descend to Level 2.... 		
CF | 		
CF | Press SPACE. 		MoyTravis says, "I mean the second dungeon is gonna have more gold drops."
Knight_Otu pushes the green 'space' button. 		
CF ] Mushroom Cave (yellow slime) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | mushroom-filled cave. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		lkcampbell says, "the other thing I don't know about this game is when it ends...it could be very long"
		MoyTravis says, "'s how it works."
		Knight_Otu says, "Let's try cutting this jelly."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (yellow slime) HP: 25/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You rake your sword through the slime, but it just 		
CF | reforms. The slime shoots some acid at you. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		DavidW says, "All new monsters"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (yellow slime) HP: 21/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The slime spits some acid at you. Ow! You slash with your sword, but 		
CF | the slime just reforms. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (yellow slime) HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The slime spits some acid at you. Ow! You slash with your sword, but 		
CF | the slime just reforms. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (yellow slime) HP: 10/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The slime spits some acid at you. Ow! You slash with your sword, but 		
CF | the slime just reforms. 		
CF | 		
CF | (You lose 6 hit points.) 		
CF | 		
CF | > 		lkcampbell says, "probably keeps adding monsters to the bestiary"
		Jacqueline says, "One of my favorite things about roguelikes are the monster descriptions, and this game is capturing that well."
		Jacqueline says (to lkc), "Yeah"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (yellow slime) HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The slime spits some acid at you. Ow! You slash with your sword, but 		
CF | the slime just reforms. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#20): 		
CF | 		
CF | You defeated 0 monsters. 		
CF | 		
CF | Treasures collected: none 		
CF | 		
CF | Adventuring costs: 3 crowns 		
CF | Total loss: (3 crowns) 		
CF | 		
CF | > 		DavidW says, "you can't fight this!"
		MoyTravis says, "welp that was the tough slime"
		Jacqueline says, "Yeah."
		Knight_Otu says, "So I noticed."
		Jacqueline says, "We need a different approach, I guess."
Knight_Otu says (to ClubFloyd), "bestiary" 		
CF ] Town Square 		
CF | > 		
CF | > BESTIARY 		
CF | 		
CF | 		
CF | Ye Bestiary 		
CF | 		
CF | 1. Skeleton (4 defeated) 		
CF | 2. Giant Rat (9 defeated) 		
CF | 3. Goblin (9 defeated) 		
CF | 4. Serpent (1 defeated) 		
CF | 5. Rootling (4 defeated) 		
CF | 6. ---- 		
CF | 7. ---- 		
CF | 8. ---- 		
CF | 9. Yellow Slime (?) 		
CF | 		
CF | > 		DavidW says, "also, price of adventuring went up"
Knight_Otu says (to ClubFloyd), "best 9" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 9 		
CF | 		
CF | You haven't beaten a yellow slime yet. Beat one to access the entry. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Yeah, but I suspect rewards of adventuring will go up as well."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Banquet Hall (giant rat) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You follow a sloping passage. You walk through a doorway into a 		
CF | banquet hall. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		Jacqueline says, "Can we buy some salt? Maybe it is like a garden snail, this slime."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (giant rat) HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You swipe at the rat, drawing blood. It charges at 		
CF | you and bites into your leg. Ouch! 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		MoyTravis says, "Black is tough."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (giant rat) HP: 23/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat leaps up and bites your arm. You throw it off and stab with 		
CF | your sword, wounding it. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (giant rat) HP: 19/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You swipe at the rat, drawing blood. It charges at you and bites into 		
CF | your leg. Ouch! 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 15/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat charges and bites your leg. You strike a fierce blow with your 		
CF | sword and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 15/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		DavidW says, "black fur is the tough rat"
		Knight_Otu says, "Yeah, but since we're abit tougher as well, I thought I'd try."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (yellow slime) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You kick open a wooden door and enter an 		
CF | abandoned storeroom. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (serpent) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You follow a narrow passage, 		
CF | working your way around a pile of rubble. You walk through a doorway 		
CF | into a crypt. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		lkcampbell says, "so even among the tough monsters maybe some tough monsters are tougher than others"
		Jacqueline says, "yeah"
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (orc) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You proceed along a wide corridor. You 		
CF | come to a ledge, and drop down into a banquet hall. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		MoyTravis says, "slime blurbling=weak popping=hard I bet."
		Knight_Otu says, "Uh oh."
		lkcampbell says, "and finding four not-so-tough tough monsters might be a strategy"
		Jacqueline says, "Yes"
		Knight_Otu asks, "Do we try to fight the orc?"
		DavidW says, "I would try"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (orc) HP: 10/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc slashes you with its axe. You stab with 		
CF | your sword and cut its arm. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		Jacqueline says, "I wonder if that slime is like a puzzle, though? I was kidding about salt, but it really does seem like a sword... isn't going to cut it. Yes. Pun intended."
		MoyTravis says, "Well we have to fighting everything at least once."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (orc) HP: 6/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The orc slashes you with its axe. You stab with your sword and cut its 		
CF | arm. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 1/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The orc swings its axe, cutting your arm. You slash the creature with 		
CF | your sword, and it keels over! 		
CF | 		
CF | (You lose 5 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "That was close."
		DavidW says, "home"
		MoyTravis says, "Well that was close."
		lkcampbell says, "yeah maybe a different weapon"
		Knight_Otu asks, "Search first?"
		lkcampbell says, "for the slime"
		MoyTravis says, "We also have a lot of armor and sword upgrades to buy."
		DavidW says, "okay, search"
		Jacqueline says, "I'd like to read the bestiary - particularly for the slime"
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 1/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#21): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | wooden statuette (3 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 7 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 4 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You are invited to join an arm-wrestling contest. You face off against 		
CF | a burly opponent. You lose despite a commendable effort. 		
CF | 		
CF | > 		Jacqueline says, "aw"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | light leather armor. You're also wearing a fine tabard. You have found 		
CF | a wooden key. 		
CF | 		
CF | You have 11 crowns. 		
CF | 		
CF | > 		lkcampbell says, "Finnigan's Magic Shaker of Never-ending Salt"
Knight_Otu says (to ClubFloyd), "bestiary" 		
CF ] Town Square 		
CF | > 		
CF | > BESTIARY 		
CF | 		
CF | 		
CF | Ye Bestiary 		
CF | 		
CF | 1. Skeleton (4 defeated) 		
CF | 2. Giant Rat (10 defeated) 		
CF | 3. Goblin (9 defeated) 		
CF | 4. Serpent (1 defeated) 		
CF | 5. Rootling (4 defeated) 		
CF | 6. ---- 		
CF | 7. Orc (1 defeated) 		
CF | 8. ---- 		
CF | 9. Yellow Slime (?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "7" 		
CF ] Town Square 		
CF | > 		
CF | > 7 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		Jacqueline says (to lkc), "hee"
Knight_Otu says (to ClubFloyd), "best 7" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 7 		
CF | 		
CF | 		
CF | 7. Orc 		
CF | 		
CF | (Level 2 Humanoid) 		
CF | 		
CF | Orcs are stronger than goblins, and better armed. They are also 		
CF | greener. 		
CF | 		
CF | "Two orcs walk into a bar. They kill each other." —Akerody 		
CF | Ronzin 		
CF | 		
CF | > 		Knight_Otu says, "How stereotypical."
		Jacqueline says, "9, please"
Knight_Otu says (to ClubFloyd), "best 9" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 9 		
CF | 		
CF | You haven't beaten a yellow slime yet. Beat one to access the entry. 		
CF | 		
CF | > 		Jacqueline says, "dang"
		Jacqueline says, "I was afraid of that"
		Knight_Otu says, "Still haven't beaten one yet."
		Jacqueline nods.
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Crypt (giant rat) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter a crypt. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant bat) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You proceed along a wide corridor. You 		
CF | come to a ledge, and drop down into an abandoned storeroom. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		Knight_Otu says, "Let's try to bat this out of the air."
		DavidW says, "We'll need something other than a sword for the slime, I think."
		lkcampbell says, "Beat your yellow slime until stiff peaks form"
		Jacqueline says, "It'd be cool if, in our room searching, we found the weapon needed for the slime."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (giant bat) HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You leap, grazing the bat with your sword. It 		
CF | dives down and bites your arm. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (giant bat) HP: 21/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The bat swoops down and bites you. You slash with your sword, but 		
CF | barely nick it as it darts away. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (giant bat) HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You leap, grazing the bat with your sword. It dives down and bites 		
CF | your arm. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (giant bat) HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The bat swoops down and bites you. You slash with your sword, but 		
CF | barely nick it as it darts away. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (giant bat) HP: 6/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The bat swoops down and bites you. You slash with your sword, but 		
CF | barely nick it as it darts away. 		
CF | 		
CF | (You lose 6 hit points.) 		
CF | 		
CF | > 		Knight_Otu says, "That's a bad bat."
		MoyTravis asks, "I don't think you're doing damage to the bat?"
		Knight_Otu says, "I might not be."
		Roger says, "fleeeeedermaus"
		Knight_Otu says (to Roger), "It sure is."
		lkcampbell says, "Yeah, maybe the better weapon thing again"
		Knight_Otu says, "Anyway I think we bravely run away."
		Jacqueline asks, "Is there anything new at the store?"
		Roger says, "maybe it needs arrows"
		Knight_Otu says, "The cloak and better better sword."
		lkcampbell says, "Okay peeps, this was fun, gotta cruise, talk to you all soon"
		MoyTravis says, "You can get a wizard amulet that shoots magic missiles at the wizard store."
lkcampbell goes home. 		MoyTravis exclaims, "Cya!"
		Jacqueline says, "Yeah. We should Brave Sir Robin this."
		MoyTravis says, "oh he's gone"
		Knight_Otu says, "(and once we buy the armor, probably new armor as well.)"
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#22): 		
CF | 		
CF | You defeated 0 monsters. 		
CF | 		
CF | Treasures collected: none 		
CF | 		
CF | Adventuring costs: 3 crowns 		
CF | Total loss: (3 crowns) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | light leather armor. You're also wearing a fine tabard. You have found 		
CF | a wooden key. 		
CF | 		
CF | You have 8 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Banquet Hall (brass spider) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You follow a sloping passage. You kick open a wooden door and enter a 		
CF | banquet hall. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		Knight_Otu asks, "Do we dare?"
		Knight_Otu says, "It sounds tough."
		Jacqueline says, "I do not like it."
		MoyTravis asks, "Sure I guess?"
		Jacqueline asks, "I mean, can we die?"
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Banquet Hall (brass spider) HP: 30/30 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 30/30 		
CF | > 		
CF | > F 		
CF | 		
CF | Your sword finds a narrow crevice in the spider's body. There is a 		
CF | shower of sparks, and it stops moving! 		
CF | 		
CF | (Lucky strike!) 		
CF | 		
CF | You look around and find a pouch of coins worth 5 crowns. 		
CF | 		
CF | > 		MoyTravis says, "I think you just get kicked back."
		Jacqueline exclaims, "oooh lucky strike!"
		Knight_Otu says, "Huh."
		Roger says, "huzzah"
		MoyTravis asks, "Maybe that was the weak version? Or does lucky strike always kill?"
		DavidW says, "Natural 20, I guess."
		Knight_Otu says, "Ithink lucky strikes are auto-kills."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 30/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a pile of 		
CF | broken wood you find a wooden statuette worth 3 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (goblin) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You come to an abandoned storeroom. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		Knight_Otu says, "Tough blin."
		Knight_Otu says, "But I think we can take them."
		DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (goblin) HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin yells and gives you a solid whack with 		
CF | its club. You counterattack and cut its arm. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (goblin) HP: 22/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin yells and gives you a solid whack with its club. You 		
CF | counterattack and cut its arm. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 19/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a silver ring worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 19/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (orc) HP: 19/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You walk through a doorway into a crypt. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		Knight_Otu says, "Pretty much the same as the last orc."
		Knight_Otu asks, "I think this is a skip?"
		DavidW says, "don't know"
		MoyTravis exclaims, "Dunno!"
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (brass spider) HP: 19/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You make your way along a rough, twisting 		
CF | passage. You come to a ledge, and drop down into an ancient shrine. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		Knight_Otu says, "No data found for this one. I guess we can try again."
		DavidW says, "cigarette brand it again"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 14/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 5 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a silver cup worth 6 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Shrine HP: 14/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		MoyTravis says, "Well that must be the easy one then."
		Knight_Otu says, "I guess it is."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (ghoul) HP: 14/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You come to an abandoned storeroom. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Heh. I was thinking that earlier (re: cigarettes)"
		Knight_Otu exclaims, "Ghoul!"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (ghoul) HP: 8/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the ghoul with your sword. It rakes its 		
CF | claws across your chest. 		
CF | 		
CF | (You lose 6 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (ghoul) HP: 3/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The ghoul swipes at you with its sharp claws. You slash it with your 		
CF | sword, and it gurgles. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		DavidW says, "home"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#23): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of coins (5 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | silver ring (3 crowns) 		
CF | silver cup (6 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 19 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 16 crowns 		
CF | 		
CF | > 		Knight_Otu says, "That was a goodish haul."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | light leather armor. You're also wearing a fine tabard. You have found 		
CF | a wooden key. 		
CF | 		
CF | You have 24 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got some leather ARMOR. A little sturdier than what 		
CF | you're wearing. You can have it for 20 crowns. 		
CF | 		
CF | "I also have an extra-sharp SWORD. A little better than what you have. 		
CF | Price is 50 crowns. 		
CF | 		
CF | "I also have a stylish CAPE. Gives you a real presence. It's a bargain 		
CF | at 65 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy armor" 		
CF ] Equipment Shop 		
CF | > 		
CF | > BUY ARMOR 		
CF | 		
CF | You buy the armor. It's thicker than the suit you started with, and 		
CF | also in better condition. You should take a little less damage in 		
CF | fights now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Equipment Shop 		
CF | > 		
CF | > L 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got an extra-sharp SWORD. A little better than what 		
CF | you have. Price is 50 crowns. 		
CF | 		
CF | "I also have a stylish CAPE. Gives you a real presence. It's a bargain 		
CF | at 65 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You fall into conversation with a roguish gentleman. He tells an 		
CF | amusing story about his experiences in the city of Horgalon. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "st" 		
CF ] Town Square 		
CF | > 		
CF | > ST 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "log" 		
CF ] Town Square 		
CF | > 		
CF | > LOG 		
CF | 		
CF | 		
CF | Recent Adventure Log 		
CF | 		
CF | Adventure #19 		
CF | Monsters defeated: 2 		
CF | Loot collected: 7 crowns 		
CF | 		
CF | Adventure #20 		
CF | Monsters defeated: 0 		
CF | Loot collected: 0 crowns 		
CF | (Don't tell your friends about this one.) 		
CF | 		
CF | Adventure #21 		
CF | Monsters defeated: 2 		
CF | Loot collected: 7 crowns 		
CF | 		
CF | Adventure #22 		
CF | Monsters defeated: 0 		
CF | Loot collected: 0 crowns 		
CF | (Don't tell your friends about this one.) 		
CF | 		
CF | Adventure #23 		
CF | Monsters defeated: 3 		
CF | Loot collected: 19 crowns 		
CF | 		
CF | Total monsters defeated: 32 		
CF | Most monsters defeated on one adventure: 5 		
CF | Total lucky strikes: 2 		
CF | Total loot collected: 95 crowns 		
CF | Total adventuring costs: 31 crowns 		
CF | 		
CF | > 		Knight_Otu says, "((Don't tell your friends about this one.))"
Knight_Otu says (to ClubFloyd), "best" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 		
CF | 		
CF | 		
CF | Ye Bestiary 		
CF | 		
CF | 1. Skeleton (4 defeated) 		
CF | 2. Giant Rat (10 defeated) 		
CF | 3. Goblin (10 defeated) 		
CF | 4. Serpent (1 defeated) 		
CF | 5. Rootling (4 defeated) 		
CF | 6. Ghoul (?) 		
CF | 7. Orc (1 defeated) 		
CF | 8. Giant Bat (?) 		
CF | 9. Yellow Slime (?) 		
CF | 10. Brass Spider (2 defeated) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "best10" 		
CF ] Town Square 		
CF | > 		
CF | > BEST10 		
CF | 		
CF | That's not a command I recognize. Type HELP for command info. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "best 10" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 10 		
CF | 		
CF | 		
CF | 10. Brass Spider 		
CF | 		
CF | (Level 2 Contraption) 		
CF | 		
CF | Brass spiders have been showing up in dungeons recently. Their origins 		
CF | are uncertain, but there is a rumor that they were invented by a group 		
CF | of evil wizards. The plan was to create a spider army, but most of 		
CF | them were reportedly destroyed in a thunderstorm. 		
CF | 		
CF | "If these things start making webs, I quit." —Jona Axright 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Banquet Hall (orc) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You come to a ledge, and drop 		
CF | down into a banquet hall. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (orc) HP: 25/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc slashes you with its axe. You stab with 		
CF | your sword and cut its arm. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 20/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The orc swings its axe, cutting your leg. You slash the creature with 		
CF | your sword, and it keels over! 		
CF | 		
CF | (You lose 5 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		DavidW says, "short fangs"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 20/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a piece of 		
CF | faded cloth you find a pouch of coins worth 5 crowns! 		
CF | 		
CF | > 		DavidW says, "I think the other orcs had long ones"
		Knight_Otu says, "They did, yeah."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (ghoul) HP: 20/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You walk through a doorway into an abandoned storeroom. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 16/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (goblin) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter a mushroom-filled cave. 		
CF | 		
CF | A goblin jumps up and shouts, "Glarg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (goblin) HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the goblin with your sword. It conks 		
CF | you on the shoulder with its club. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (goblin) HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin yells and gives you a solid whack with its club. You 		
CF | counterattack and cut its torso. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		DavidW says, "DULL yellow eyes vs BRIGHT ones"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		Knight_Otu nods.
		Knight_Otu asks, "Mushroom cave may have spore traps. Should we chance searching?"
		Knight_Otu says, "We definitely aregoing home."
		MoyTravis asks, "I thiiiink that you still get your stuff if you run out of HP, just not with a bonus?"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Mushroom Cave HP: 2/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the cave carefully. One of the taller 		
CF | mushrooms blows a cloud of spores in your face! You cough and 		
CF | splutter. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | You find nothing else of interest. 		
CF | 		
CF | > 		MoyTravis says, "Well it was 3 hp anyways so."
		Knight_Otu says, "As expected."
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#24): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | tiny ruby (4 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 17 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 14 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got an extra-sharp SWORD. A little better than what 		
CF | you have. Price is 50 crowns. 		
CF | 		
CF | "I also have a stylish CAPE. Gives you a real presence. It's a bargain 		
CF | at 65 crowns. 		
CF | 		
CF | "I also have some nice studded ARMOR. Helps deflect all those teeth 		
CF | and weapons. I'll let you have it for 55 crowns." 		
CF | 		
CF | > 		Knight_Otu says, "55 for the next armor."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Equipment Shop 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have 18 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "I wonder if the armor should always be the first purchase per level."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You exchange pleasantries with another patron, who compliments your 		
CF | tabard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Crypt (giant bat) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open an 		
CF | iron door and enter a crypt. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (rootling) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You make your way along a rough, 		
CF | twisting passage. You walk through a doorway into a room with a pit. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 27/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling wraps a thorny vine around your leg. 		
CF | You stab its core, and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		Knight_Otu says, "Room with pit."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 27/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (giant rat) HP: 27/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You kick open a wooden door and enter a 		
CF | barracks. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (giant rat) HP: 24/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You swipe at the rat, drawing blood. It charges at 		
CF | you and bites into your leg. Ouch! 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (giant rat) HP: 21/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat leaps up and bites your arm. You throw it off and stab with 		
CF | your sword, wounding it. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat charges and bites your leg. You strike a fierce blow with your 		
CF | sword and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 17/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (ghoul) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter a banquet hall. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 13/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a piece of 		
CF | faded cloth you find a pouch of coins worth 5 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (brass spider) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into an ancient shrine. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		Knight_Otu says, "That gotta be the tough one."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (yellow slime) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You walk through a doorway into a 		
CF | mushroom-filled cave. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		MoyTravis asks, "What's the difference?"
		Knight_Otu says, "Grooved vs smooth."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (rootling) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You make your way along a rough, 		
CF | twisting passage. You kick open a wooden door and enter a room with a 		
CF | pit. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit (rootling) HP: 10/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You cut into the rootling, spilling some sap. It 		
CF | winds up and hits you with a thorny vine. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit (rootling) HP: 7/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit (rootling) HP: 4/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit (rootling) HP: 0/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose your remaining hit points.) 		
CF | 		
CF | You've taken too much damage! You'll have to get out of here.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "Darnit."
Knight_Otu pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#25): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (1 crown) 		
CF | wooden statuette (4 crowns) 		
CF | silver cup (5 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | 		
CF | Loot value: 15 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 12 crowns 		
CF | 		
CF | > 		DavidW says, "this is new"
		MoyTravis says, "Still made a profit."
		MoyTravis asks, "How much we got?"
		Knight_Otu says, "I thought we could face a tough rootling, but no."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have 30 crowns. 		
CF | 		
CF | > 		DavidW says, "and also didn't actually die"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You have a long conversation with an elderly traveler. He seems very 		
CF | interested in the recent goings-on in Overville. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Magic Shop 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Magic Shop 		
CF | This is very obviously a magic shop. Every square inch of shelf and 		
CF | table is occupied by old books, colored crystals, and containers of 		
CF | various fluids. Varnthlorian, the gaunt and elderly shopkeeper, sits 		
CF | on a high stool, examining you thoughtfully. The exit is east. 		
CF | 		
CF | Varnthlorian says, "Perhaps you would like this lovely AMULET that 		
CF | will allow you to shoot magic arrows whenever you want. I'm asking 30 		
CF | crowns. 		
CF | 		
CF | "I also recommend this fine enchanted SHEATH that will slightly 		
CF | improve your chance of getting lucky strikes. The price is 90 crowns." 		
CF | 		
CF | > 		Knight_Otu asks, "Buy the amulet now?"
		DavidW asks, "if we can?"
		DavidW says, "Like, we want everything."
		Knight_Otu says, "Wehave exactly 30."
		MoyTravis says, "We gots the golds."
		MoyTravis asks, "I mean we're gonna buy everything eventually right?"
		MoyTravis asks, "so sure why not?"
		Knight_Otu says, "Okay."
Knight_Otu says (to ClubFloyd), "buy amulet" 		
CF ] Magic Shop 		
CF | > 		
CF | > BUY AMULET 		
CF | 		
CF | You buy the amulet. Now you can attack with magic arrows! Just type 		
CF | ARROWS (A). 		
CF | 		
CF | > 		Jacqueline says, "We want it all, yes."
		DavidW says, "I don't know what happens if we can't pay for an adventure trip."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Town Square 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		Knight_Otu says, "There's a chance we find out."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Storeroom (serpent) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You kick open an iron door and 		
CF | enter an abandoned storeroom. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		Jacqueline exclaims, "Like, cloaks always seem useless, but I'm guessing we need the expensive cloak. Maybe with increased 'presence' we just scare the slime away!"
		Knight_Otu says, "Yeah, the level up equipment probably is otherwise useless."
		Knight_Otu says, "I don't recall the serpent tiers."
		MoyTravis says, "I couldn't tell if there were any, haha."
		Knight_Otu says, "Well, wecan try to kill it."
		DavidW says, "guess that knobbly is normal"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (serpent) HP: 27/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The serpent sinks its fangs into your leg. Yow! 		
CF | You slash with your sword, and it shudders. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		MoyTravis says, "They're all 15 feet, with unblinking eyes. Maybe something to do with "knobbly" or not."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (serpent) HP: 23/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The serpent sinks its fangs into your leg. Yow! You slash with your 		
CF | sword, and it shudders. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 20/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The serpent gives you a nasty bite. You respond with a powerful stroke 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a silver ring worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 20/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (rootling) HP: 20/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into an ancient shrine. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling wraps a thorny vine around your leg. 		
CF | You stab its core, and it topples to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a bronze bowl worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Shrine HP: 14/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. As you poke around 		
CF | the altar, a small opening puffs out some poison gas! You cough 		
CF | uncontrollably. 		
CF | 		
CF | (You lose 2 hit points.) 		
CF | 		
CF | You find nothing else of interest. 		
CF | 		
CF | > 		Knight_Otu says, "Arg, trapped shrines."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (yellow slime) HP: 14/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You walk through a doorway into a room with a pit. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		DavidW says, "okay, maybe searching shrines is bad"
		Knight_Otu says, "Probably, yeah."
		DavidW says, "try arrows"
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit (yellow slime) HP: 10/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your arm. You 		
CF | cast your spell, and several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit (yellow slime) HP: 6/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You cast your spell, and several glittering arrows tear into the 		
CF | slime. It spits a stream of acid at you. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit HP: 1/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your leg. You cast your spell, and 		
CF | several glittering arrows shoot into the slime, destroying it! 		
CF | 		
CF | (You lose 5 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "Well, those must be salty arrows."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 1/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#26): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (3 crowns) 		
CF | bronze bowl (2 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 9 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 6 crowns 		
CF | 		
CF | > 		DavidW says, "good. Now we can check the bestiary about it."
Knight_Otu says (to ClubFloyd), "best" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 		
CF | 		
CF | 		
CF | Ye Bestiary 		
CF | 		
CF | 1. Skeleton (4 defeated) 		
CF | 2. Giant Rat (11 defeated) 		
CF | 3. Goblin (11 defeated) 		
CF | 4. Serpent (2 defeated) 		
CF | 5. Rootling (6 defeated) 		
CF | 6. Ghoul (2 defeated) 		
CF | 7. Orc (2 defeated) 		
CF | 8. Giant Bat (?) 		
CF | 9. Yellow Slime (1 defeated) 		
CF | 10. Brass Spider (2 defeated) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "best 6" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 6 		
CF | 		
CF | 		
CF | 6. Ghoul 		
CF | 		
CF | (Level 2 Undead) 		
CF | 		
CF | Ghouls are repulsive creatures with dangerous claws. Like all undead 		
CF | monsters, holy radiance is the most convenient way to deal with them, 		
CF | but swords work too. 		
CF | 		
CF | "The only good ghoul is a...no, that doesn't work." —Mitch 		
CF | Vorsk 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "best 9" 		
CF ] Town Square 		
CF | > 		
CF | > BEST 9 		
CF | 		
CF | 		
CF | 9. Yellow Slime 		
CF | 		
CF | (Level 2 Oddity) 		
CF | 		
CF | Slimes are acid-spitting menaces. Plain edged weapons do very little 		
CF | harm to them; magical attacks are advised. Whatever happens, do not 		
CF | let them crawl onto you. 		
CF | 		
CF | "A blue slime makes a good pet, but you can't take a yellow slime 		
CF | anywhere." —Honesty Worter 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You are introduced to a seasoned adventurer, who notices your amulet. 		
CF | "I don't always like to use magic arrows, but I'll tell you, they are 		
CF | extremely effective against certain monsters—even the tough ones! Try 		
CF | them on everything and see what works!" 		
CF | 		
CF | (New tip added!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tips" 		
CF ] Tavern 		
CF | > 		
CF | > TIPS 		
CF | 		
CF | 1. General Adventuring 		
CF | 2. Leveling 		
CF | 3. The Tavern 		
CF | 4. Monster Varieties 		
CF | 5. Searching 		
CF | *6. Selecting Attacks 		
CF | 		
CF | (To read a tip, type TIP [number].) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tip 6" 		
CF ] Tavern 		
CF | > 		
CF | > TIP 6 		
CF | 		
CF | Different attacks are appropriate for different monsters. For example, 		
CF | magic arrows are very effective against certain monsters (even tough 		
CF | ones). Experimentation is advised. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I guess tips are gated behind appropriate progress."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 6 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Shrine (giant bat) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You kick open a wooden door and enter an ancient shrine. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Shrine HP: 25/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 5 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a silver cup worth 6 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (brass spider) HP: 25/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to a ledge, and drop down into 		
CF | a mushroom-filled cave. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (orc) HP: 25/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You follow a narrow passage. You 		
CF | come to a ledge, and drop down into a crypt. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (yellow slime) HP: 25/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You make your way along a rough, twisting 		
CF | passage. You come to a ledge, and drop down into a banquet hall. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Banquet Hall (yellow slime) HP: 20/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | tear into the slime. It spits a stream of acid at you. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Banquet Hall (yellow slime) HP: 15/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You cast your spell, and several glittering arrows tear into the 		
CF | slime. It spits a stream of acid at you. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Banquet Hall HP: 11/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your thigh. You cast your spell, 		
CF | and several glittering arrows shoot into the slime, destroying it! 		
CF | 		
CF | (You lose 4 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 11/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (skeleton) HP: 11/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into a room with a pit. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 7/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton hits your head with its mace. You 		
CF | strike back with your sword and smash its femur. It collapses into a 		
CF | pile of bones! 		
CF | 		
CF | (You lose 4 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 7/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (orc) HP: 7/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You kick open a wooden door and 		
CF | enter an abandoned storeroom. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Storeroom (orc) HP: 7/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 6 crowns. 		
CF | 		
CF | Loot collected: 		
CF | silver cup (6 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | Total value: 13 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#27): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver cup (6 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 14 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 11 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You are invited to join an arm-wrestling contest. You face off against 		
CF | a rough-looking opponent. You lose despite a commendable effort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 2 Goals 		
CF | 		
CF | - Discover the Raining Cave 		
CF | - Defeat 4 tough monsters on one adventure 		
CF | - Buy a cape 		
CF | - Bring back 30+ crowns from an adventure 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Mushroom Cave (brass spider) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You kick open a wooden door and 		
CF | enter a mushroom-filled cave. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		Jacqueline says, "Oh, buying a cape is a goal. I had missed that."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave HP: 25/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 5 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, it is."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (ghoul) HP: 25/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You walk through a doorway into an 		
CF | ancient shrine. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine (ghoul) HP: 21/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul swipes at you with its sharp claws. You 		
CF | slash it with your sword, and it gurgles. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The ghoul claws you. You strike back with your sword, and the monster 		
CF | falls to the ground! 		
CF | 		
CF | (You lose 5 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a small pearl worth 4 crowns. 		
CF | 		
CF | > 		DavidW asks (of Jacqueline), "Yeah. If it wasn't a goal, why buy it?"
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (goblin) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You walk through a doorway into an abandoned storeroom. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (goblin) HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin yells and gives you a solid whack with 		
CF | its club. You counterattack and cut its leg. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (goblin) HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the goblin with your sword. It conks you on the head with 		
CF | its club. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 6/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		Jacqueline says, "Well, maybe it had a hidden effect was my thought."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 6/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Inside an old box 		
CF | you find an old parchment! 		
CF | 		
CF | You unfold it. Faded letters say, "The path to the Raining Cave begins 		
CF | in a shrine." 		
CF | 		
CF | (Story updated.) 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Jacqueline says, "woo"
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#28): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | tiny ruby (4 crowns) 		
CF | small pearl (4 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 13 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 10 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 27 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		DavidW asks, "Like a cloak of ... darkness?!?"
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You sit down with a large group of travelers. They are apparently 		
CF | going to a festival in Royo, a little town on the coast. They keep 		
CF | slapping you on the back as if you were a member of their party. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Storeroom (yellow slime) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You follow a sloping passage. You come to an abandoned storeroom. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (yellow slime) HP: 26/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your leg. You 		
CF | cast your spell, and several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		DavidW says, "I think it's juat a cloak of jaunty and stylish."
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (yellow slime) HP: 21/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your arm. You cast your spell, and 		
CF | several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 17/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your arm. You cast your spell, and 		
CF | several glittering arrows shoot into the slime, destroying it! 		
CF | 		
CF | (You lose 4 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 17/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You already defeated the yellow slime. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (ghoul) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You kick open a wooden door and 		
CF | enter a mushroom-filled cave. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a small pearl worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (rootling) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You come to a ledge, and drop down into a banquet hall. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling wraps a thorny vine around your leg. 		
CF | You stab its core, and it topples to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 9/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under an old wooden 		
CF | tray you find a pouch of bronze coins worth 1 crown! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Banquet Hall HP: 9/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 27 crowns. 		
CF | 		
CF | Loot collected: 		
CF | wooden statuette (4 crowns) 		
CF | small pearl (5 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | Total value: 13 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (yellow slime) HP: 9/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to an ancient shrine. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (goblin) HP: 9/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You make your way along a rough, 		
CF | twisting passage. You come to a ledge, and drop down into a crypt. 		
CF | 		
CF | A goblin jumps up and shouts, "Yar!" It has long arms and a perpetual 		
CF | scowl. It wears a tattered loincloth and wields a wooden club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 5/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside a brass urn 		
CF | you find a pouch of bronze coins worth 2 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant bat) HP: 5/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You come to a ledge, and drop 		
CF | down into a mushroom-filled cave. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Mushroom Cave (giant bat) HP: 0/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. Before you can cast your spell, the bat dives down 		
CF | and bites you. 		
CF | 		
CF | (You lose your remaining hit points.) 		
CF | 		
CF | You've taken too much damage! You'll have to get out of here.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "Dang."
		Knight_Otu says, "Though it was an easy one."
Knight_Otu pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#29): 		
CF | 		
CF | You defeated 4 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | wooden statuette (4 crowns) 		
CF | small pearl (5 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | 		
CF | Loot value: 17 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 14 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 41 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got an extra-sharp SWORD. A little better than what 		
CF | you have. Price is 50 crowns. 		
CF | 		
CF | "I also have a stylish CAPE. Gives you a real presence. It's a bargain 		
CF | at 65 crowns. 		
CF | 		
CF | "I also have some nice studded ARMOR. Helps deflect all those teeth 		
CF | and weapons. I'll let you have it for 55 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Equipment Shop 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		DavidW says, "hm. Can;t afford a new toy yet"
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (yellow slime) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a room 		
CF | with a pit. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		Knight_Otu says, "But we're getting there."
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit (yellow slime) HP: 26/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | tear into the slime. It spits a stream of acid at you. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit (yellow slime) HP: 21/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your thigh. You cast your spell, 		
CF | and several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		Jacqueline asks, "Gonna go studded armor before the cloak, I'm assuming?"
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit HP: 16/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your thigh. You cast your spell, 		
CF | and several glittering arrows shoot into the slime, destroying it! 		
CF | 		
CF | (You lose 5 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I think armor, sword, cloak."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 16/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (skeleton) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You kick open an iron door and enter a banquet hall. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton hits your chest with its mace. You 		
CF | strike back with your sword and smash its arm. It collapses into a 		
CF | pile of bones! 		
CF | 		
CF | (You lose 4 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		Jacqueline nods.
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 12/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (giant bat) HP: 12/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to a crypt. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		Knight_Otu says, "I think that's a tough one again."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (ghoul) HP: 12/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You descend a short flight of stairs, 		
CF | carefully avoiding a loose step. You come to a room with a pit. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 8/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a pouch of coins worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 8/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (yellow slime) HP: 8/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You walk through a doorway into an abandoned storeroom. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 3/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your arm. You 		
CF | cast your spell, and several glittering arrows shoot into the slime, 		
CF | destroying it! 		
CF | 		
CF | (You lose 5 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, the burbling one is the easy one."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 3/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. At the bottom of a 		
CF | barrel you find a pouch of coins worth 4 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#30): 		
CF | 		
CF | You defeated 4 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | silver cup (5 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 21 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 18 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | sturdy leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 59 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got an extra-sharp SWORD. A little better than what 		
CF | you have. Price is 50 crowns. 		
CF | 		
CF | "I also have a stylish CAPE. Gives you a real presence. It's a bargain 		
CF | at 65 crowns. 		
CF | 		
CF | "I also have some nice studded ARMOR. Helps deflect all those teeth 		
CF | and weapons. I'll let you have it for 55 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy armor" 		
CF ] Equipment Shop 		
CF | > 		
CF | > BUY ARMOR 		
CF | 		
CF | You buy the armor. It's a definite improvement. 		
CF | 		
CF | > 		Jacqueline asks, "Have we filled out this chunk of the bestiary?"
		MoyTravis says, "Hooray armor."
		DavidW says, "tavern chat please"
		Knight_Otu plays the Zelda Item Get jingle.
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You exchange pleasantries with another patron, who compliments your 		
CF | tabard. 		
CF | 		
CF | > 		Jacqueline says, "dern"
Knight_Otu says (to ClubFloyd), "best" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 		
CF | 		
CF | 		
CF | Ye Bestiary 		
CF | 		
CF | 1. Skeleton (6 defeated) 		
CF | 2. Giant Rat (11 defeated) 		
CF | 3. Goblin (13 defeated) 		
CF | 4. Serpent (2 defeated) 		
CF | 5. Rootling (7 defeated) 		
CF | 6. Ghoul (5 defeated) 		
CF | 7. Orc (2 defeated) 		
CF | 8. Giant Bat (1 defeated) 		
CF | 9. Yellow Slime (5 defeated) 		
CF | 10. Brass Spider (3 defeated) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "best 8" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 8 		
CF | 		
CF | 		
CF | 8. Giant Bat 		
CF | 		
CF | (Level 2 Animal) 		
CF | 		
CF | Giant bats infest most dungeons. They have an irritating tendency to 		
CF | fly out of reach. 		
CF | 		
CF | "Do giant bats eat giant gnats?" —Yarward Pittle 		
CF | 		
CF | > 		Jacqueline asks, "Oh. I missed a couple, may I?"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "best 6" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 6 		
CF | 		
CF | 		
CF | 6. Ghoul 		
CF | 		
CF | (Level 2 Undead) 		
CF | 		
CF | Ghouls are repulsive creatures with dangerous claws. Like all undead 		
CF | monsters, holy radiance is the most convenient way to deal with them, 		
CF | but swords work too. 		
CF | 		
CF | "The only good ghoul is a...no, that doesn't work." —Mitch 		
CF | Vorsk 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "best 10" 		
CF ] Tavern 		
CF | > 		
CF | > BEST 10 		
CF | 		
CF | 		
CF | 10. Brass Spider 		
CF | 		
CF | (Level 2 Contraption) 		
CF | 		
CF | Brass spiders have been showing up in dungeons recently. Their origins 		
CF | are uncertain, but there is a rumor that they were invented by a group 		
CF | of evil wizards. The plan was to create a spider army, but most of 		
CF | them were reportedly destroyed in a thunderstorm. 		
CF | 		
CF | "If these things start making webs, I quit." —Jona Axright 		
CF | 		
CF | > 		DavidW says, "hm. No holy anything yet."
		Jacqueline says, "That's all I needed, I think. Thanks."
		Knight_Otu says, "Also, giant bats may pick you up and throw you into pits."
		Knight_Otu says, "Or directly into the maw of the wumpus."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Town Square 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		Jacqueline exclaims (at KO), "Fweep! Fweep! Fweep!"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Magic Shop 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Magic Shop 		
CF | This is very obviously a magic shop. Every square inch of shelf and 		
CF | table is occupied by old books, colored crystals, and containers of 		
CF | various fluids. Varnthlorian, the gaunt and elderly shopkeeper, sits 		
CF | on a high stool, examining you thoughtfully. The exit is east. 		
CF | 		
CF | Varnthlorian says, "Perhaps you would like this fine enchanted SHEATH 		
CF | that will slightly improve your chance of getting lucky strikes. The 		
CF | price is 90 crowns." 		
CF | 		
CF | > 		Knight_Otu says, "Nothing new here."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Magic Shop 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is gray and cloudy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Mushroom Cave (serpent) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | a mushroom-filled cave. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Mushroom Cave HP: 27/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The serpent strikes and bites your leg. You cast 		
CF | your spell, and several glittering arrows shoot into the creature, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 3 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | > 		Jacqueline asks, "Did we determine any connection to the weather?"
		Knight_Otu says, "Not definitely."
		Jacqueline nods.
		DavidW says, "V is waiting for a sheath buyer first"
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (yellow slime) HP: 27/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You walk through a doorway into an 		
CF | ancient shrine. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Shrine (yellow slime) HP: 23/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your arm. You 		
CF | cast your spell, and several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Shrine (yellow slime) HP: 19/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your thigh. You cast your spell, 		
CF | and several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Shrine HP: 14/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your leg. You cast your spell, and 		
CF | several glittering arrows shoot into the slime, destroying it! 		
CF | 		
CF | (You lose 5 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Shrine HP: 14/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant rat) HP: 14/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 11/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 11/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Inside an old box 		
CF | you discover a bronze bracelet worth 3 crowns! 		
CF | 		
CF | > 		DavidW asks, "Shrine are dangerous to search, no?"
		Roger asks, "does it allow repeated searches?"
		Knight_Otu says, "But also the path to the next story location."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 11/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You have already searched pretty carefully. 		
CF | 		
CF | > 		DavidW says (to Roger), "dunno. It adds time, though"
		Knight_Otu says, "No repeat searches."
		Roger says, "oh I see"
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (skeleton) HP: 11/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You walk through a doorway into a barracks. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (skeleton) HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You give the skeleton a solid whack with your 		
CF | sword. It brings its mace down on your shoulder. 		
CF | 		
CF | (You lose 2 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (skeleton) HP: 7/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You give the skeleton a solid whack with your sword. It brings its 		
CF | mace down on your head. 		
CF | 		
CF | (You lose 2 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton hits your shoulder with its mace. You strike back with 		
CF | your sword and smash its spine. It collapses into a pile of bones! 		
CF | 		
CF | (You lose 2 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 5/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (yellow slime) HP: 5/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You kick open an iron door and 		
CF | enter a mushroom-filled cave. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		DavidW asks, "Have we had barracks before?"
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Mushroom Cave (yellow slime) HP: 0/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | tear into the slime. It spits a stream of acid at you. 		
CF | 		
CF | (You lose your remaining hit points.) 		
CF | 		
CF | You've taken too much damage! You'll have to get out of here.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "A few times."
		Jacqueline says (to DW), "IRTA breakfast"
		Jacqueline says, "I got excited."
		DavidW says, "A full English barracks"
		Knight_Otu says, "That slime was a bit too strong, but it was surely the standard one."
Knight_Otu pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#31): 		
CF | 		
CF | You defeated 4 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (2 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | 		
CF | Loot value: 16 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 13 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | studded leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 17 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You exchange pleasantries with another patron, who compliments your 		
CF | tabard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Storeroom (brass spider) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | an abandoned storeroom. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (brass spider) HP: 26/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | shoot into the spider. It cuts you with a leg. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 22/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The spider strikes you with its leg. You cast your spell, and several 		
CF | glittering arrows fly into the spider, destroying it! 		
CF | 		
CF | (You lose 4 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 22/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. At the bottom of a 		
CF | barrel you find a pouch of coins worth 5 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant rat) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You come to a ledge, and drop down into a mushroom-filled cave. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " a" 		
CF ] Mushroom Cave HP: 19/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites your arm. You throw it 		
CF | off and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (rootling) HP: 19/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You walk 		
CF | through a doorway into a barracks. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (rootling) HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling swipes at you with a thorny vine. You 		
CF | swing your sword and chop off a few small twigs. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (rootling) HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 10/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 2 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 10/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. In a damaged 		
CF | footlocker you find a wooden statuette worth 4 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (brass spider) HP: 10/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to an 		
CF | ancient shrine. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (orc) HP: 10/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You descend a short flight of 		
CF | stairs. You kick open an iron door and enter an abandoned storeroom. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 6/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The orc swings its axe, cutting your side. You 		
CF | cast your spell, and several glittering arrows strike the creature, 		
CF | killing it! 		
CF | 		
CF | (You lose 4 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 6/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Storeroom HP: 6/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | studded leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 17 crowns. 		
CF | 		
CF | Loot collected: 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | Total value: 19 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (goblin) HP: 6/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You come to a ledge, and drop 		
CF | down into a room with a pit. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a tattered loincloth and wields a wooden club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 2/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 2/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#32): 		
CF | 		
CF | You defeated 5 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | silver ring (2 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 23 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 20 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (serpent) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You follow a sloping passage. You walk through a doorway into a room 		
CF | with a pit. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The serpent gives you a nasty bite. You respond 		
CF | with a powerful stroke and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 26/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (giant bat) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | a crypt. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Crypt HP: 22/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a pouch of coins worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 22/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (brass spider) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You come 		
CF | to a ledge, and drop down into a barracks. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (giant rat) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You make your way along a rough, 		
CF | twisting passage. You come to a ledge, and drop down into an ancient 		
CF | shrine. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine (giant rat) HP: 18/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You swipe at the rat, drawing blood. It charges at 		
CF | you and bites into your leg. Ouch! 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine (giant rat) HP: 15/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat leaps up and bites you. You throw it off and stab with your 		
CF | sword, wounding it. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rat charges and bites your leg. You strike a fierce blow with your 		
CF | sword and kill it! 		
CF | 		
CF | (You lose 2 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "Those black-fur rats sure are tough."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Shrine HP: 13/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You discover a 		
CF | secret door in the wall behind the altar! Musty air flows out 		
CF | as you open it. This should lead you to the Raining Cave. 		
CF | 		
CF | (Story updated.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant bat) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You head through the secret door. You proceed along a wide corridor. 		
CF | You come to a ledge, and drop down into a mushroom-filled cave. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Mushroom Cave HP: 8/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 5 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a pouch of coins worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "story" 		
CF ] Mushroom Cave HP: 8/30 		
CF | > 		
CF | > STORY 		
CF | 		
CF | One evening in the Ruffled Feather, a strange old dwarf told you a 		
CF | legend about Black Knife Dungeon. There's supposed to be some kind of 		
CF | valuable relic deep inside. "But first, seek Blornang's Hall," the 		
CF | dwarf said before falling asleep on the table. 		
CF | 		
CF | You discovered the hall and obtained a wooden key. Blornang's ghost 		
CF | told you to go to the Raining Cave on Level 2. 		
CF | 		
CF | You found an old parchment that said, "The path to the Raining Cave 		
CF | begins in a shrine." You discovered a secret door behind the altar in 		
CF | one of the shrines. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (ghoul) HP: 8/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open an 		
CF | iron door and enter a banquet hall. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (ghoul) HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the ghoul with your sword. It rakes its 		
CF | claws across your chest. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (ghoul) HP: 0/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the ghoul with your sword. It rakes its claws across your 		
CF | chest. 		
CF | 		
CF | (You lose your remaining hit points.) 		
CF | 		
CF | You've taken too much damage! You'll have to get out of here.... 		
CF | 		
CF | Press SPACE. 		Jacqueline says, "I like the story approach."
		Knight_Otu says, "Defeated again."
Knight_Otu pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#33): 		
CF | 		
CF | You defeated 4 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | silver ring (2 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | 		
CF | Loot value: 13 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 10 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | studded leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 47 crowns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 2 Goals 		
CF | 		
CF | - Discover the Raining Cave 		
CF | - Defeat 4 tough monsters on one adventure 		
CF | - Buy a cape 		
CF | - Bring back 30+ crowns from an adventure 		
CF | 		
CF | > 		Knight_Otu says, "Almost enough for the sword though."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (ghoul) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter a room with a pit. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		Knight_Otu says, "Tough one."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (serpent) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You come to a banquet hall. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 27/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The serpent gives you a nasty bite. You respond 		
CF | with a powerful stroke and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a silver ring worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 27/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under an old wooden 		
CF | tray you find a bronze bracelet worth 2 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (yellow slime) HP: 27/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You kick open an iron door and 		
CF | enter a mushroom-filled cave. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Mushroom Cave (yellow slime) HP: 23/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | tear into the slime. It spits a stream of acid at you. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Mushroom Cave (yellow slime) HP: 19/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your leg. You cast your spell, and 		
CF | several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Mushroom Cave HP: 15/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your arm. You cast your spell, and 		
CF | several glittering arrows shoot into the slime, destroying it! 		
CF | 		
CF | (You lose 4 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (brass spider) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You kick open a wooden door and enter a room with a pit. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 15/30 		
CF | > 		
CF | > F 		
CF | 		
CF | Your sword finds a narrow crevice in the spider's body. There is a 		
CF | shower of sparks, and it stops moving! 		
CF | 		
CF | (Lucky strike!) 		
CF | 		
CF | You look around and find a pouch of coins worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 15/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (giant rat) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You come to a ledge, and drop 		
CF | down into an ancient shrine. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Shrine HP: 12/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites your arm. You throw it 		
CF | off and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a silver ring worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (ghoul) HP: 12/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter an abandoned storeroom. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (ghoul) HP: 9/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | fly into the ghoul. It groans and strikes back with its claws. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (ghoul) HP: 6/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You cast your spell, and several glittering arrows fly into the ghoul. 		
CF | It groans and strikes back with its claws. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (ghoul) HP: 2/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The ghoul splutters as it slashes you with its sharp claws. You cast 		
CF | your spell, and several glittering arrows strike the monster. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#34): 		
CF | 		
CF | You defeated 4 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (3 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | silver ring (3 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 18 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 15 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a decent sword and 		
CF | studded leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 62 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got an extra-sharp SWORD. A little better than what 		
CF | you have. Price is 50 crowns. 		
CF | 		
CF | "I also have a stylish CAPE. Gives you a real presence. It's a bargain 		
CF | at 65 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy sword" 		
CF ] Equipment Shop 		
CF | > 		
CF | > BUY SWORD 		
CF | 		
CF | You buy the sword. Very sharp! You should be able to inflict a little 		
CF | more damage now. 		
CF | 		
CF | > 		Jacqueline says, "woo"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | A mysterious person in a wide-brimmed black hat calls you over. He 		
CF | asks if you know any secret entrances into the city of Horgalon. You 		
CF | regret that you're unable to help him. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Mushroom Cave (brass spider) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You walk 		
CF | through a doorway into a mushroom-filled cave. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (brass spider) HP: 25/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider jabs you with a sharp leg. You whack it 		
CF | with your sword, throwing sparks. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (brass spider) HP: 22/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The spider jabs you with a sharp leg. You whack it with your sword, 		
CF | throwing sparks. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The spider slashes you with a sharp leg. You counter with your sword, 		
CF | and the thing drops to the ground with a clang! 		
CF | 		
CF | (You lose 5 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		MoyTravis exclaims, "This was fun, but I gotta be going. Thanks all!"
		Roger says, "see ya"
		Knight_Otu exclaims, "Bye!"
		DavidW says, "bye Moy!"
MoyTravis 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 says (to ClubFloyd), "c" 		
CF ] Barracks (giant rat) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You walk through a doorway into a 		
CF | barracks. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks HP: 13/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites you. You throw it off 		
CF | and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a bronze bowl worth 1 crown. 		
CF | 		
CF | > 		Knight_Otu says, "I think the arrows instantly kill the rats."
		Jacqueline says, "Bye, Travis."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 13/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (ghoul) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | banquet hall. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 10/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a silver cup worth 6 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 10/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a pile of 		
CF | broken wood you find a wooden statuette worth 4 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Banquet Hall HP: 10/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 12 crowns. 		
CF | 		
CF | Loot collected: 		
CF | wooden statuette (4 crowns) 		
CF | bronze bowl (1 crown) 		
CF | silver cup (6 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | Total value: 15 crowns 		
CF | 		
CF | > 		Jacqueline says, "By the way, my hard stop disappeared. Got cancelled."
		Knight_Otu says, "I was wondering."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Raining Cave HP: 10/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a tight, winding passage, and emerge through a narrow 		
CF | opening.... 		
CF | 		
CF | Raining Cave 		
CF | You are in a tall cavern. From the ceiling, water drips into countless 		
CF | little pools, creating the appearance and sound of a rain shower. In 		
CF | the middle of the cavern you see what looks like a table carved from 		
CF | the rock. 		
CF | 		
CF | You approach the table. On top there lies a very rusty iron key. As 		
CF | you take it, you hear the ghostly voice again. "Well done, adventurer! 		
CF | Now proceed to the Carved Room on Level 3!" (It pronounces "carved" 		
CF | with two syllables.) 		
CF | 		
CF | (Story updated.) 		
CF | 		
CF | { Goal completed! (Discover the Raining Cave) } 		
CF | 		
CF | > 		Jacqueline says, "Yeah, my day just got way less scheduled. woo"
		Knight_Otu says, "Dungeon level 3 ahead."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (orc) HP: 10/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to an 		
CF | ancient shrine. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc swings its axe, cutting your side. You 		
CF | slash the creature with your sword, and it keels over! 		
CF | 		
CF | (You lose 5 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a small pearl worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (giant rat) HP: 5/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to a barracks. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks HP: 2/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites you. You throw it off 		
CF | and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		DavidW says, "That's gonna make the defeat tough creatures goal more difficult, I bet."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 2/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		Jacqueline says, "Yeah"
		Knight_Otu says, "Probably."
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#35): 		
CF | 		
CF | You defeated 5 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | wooden statuette (4 crowns) 		
CF | bronze bowl (1 crown) 		
CF | silver cup (6 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | small pearl (4 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 25 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 22 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 34 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 2 Goals 		
CF | 		
CF | X - Discover the Raining Cave 		
CF | - Defeat 4 tough monsters on one adventure 		
CF | - Buy a cape 		
CF | - Bring back 30+ crowns from an adventure 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You have a chat with one of the townsfolk. "According to an old tale, 		
CF | the dwarves of Black Knife Dungeon created a mechanical guardian to 		
CF | protect them, but the blasted thing couldn't tell friend from foe! 		
CF | Eventually they managed to lock it up, but by then most of the dwarves 		
CF | had fled." 		
CF | 		
CF | > 		Jacqueline says, "uho"
		Jacqueline says, "er, uh-oh"
		Knight_Otu says, "Well that sounds not ominous at all, he lied."
		Jacqueline says, "Yeah. Exactly."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is gray and cloudy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "Oh, level2 still."
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (yellow slime) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You come to a room with a pit. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit HP: 25/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your leg. You 		
CF | cast your spell, and several glittering arrows shoot into the slime, 		
CF | destroying it! 		
CF | 		
CF | (You lose 5 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		Jacqueline says, "yeah. Not quite yet."
		Knight_Otu says, "I guess we'll go there once we're level 3 as well."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 25/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (ghoul) HP: 25/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You kick open an iron door and enter an 		
CF | abandoned storeroom. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (ghoul) HP: 21/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The ghoul splutters as it slashes you with its 		
CF | sharp claws. You cast your spell, and several glittering arrows strike 		
CF | the monster. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (ghoul) HP: 16/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You cast your spell, and several glittering arrows fly into the ghoul. 		
CF | It groans and strikes back with its claws. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (ghoul) HP: 12/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You cast your spell, and several glittering arrows fly into the ghoul. 		
CF | It groans and strikes back with its claws. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (ghoul) HP: 9/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You cast your spell, and several glittering arrows fly into the ghoul. 		
CF | It groans and strikes back with its claws. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 6/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The ghoul claws you. You strike back with your sword, and the monster 		
CF | falls to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a small pearl worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 6/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (skeleton) HP: 6/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You walk through a doorway into a banquet 		
CF | hall. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Banquet Hall (skeleton) HP: 2/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The skeleton thumps you in the side with its mace. 		
CF | You cast your spell. Several glittering arrows fly toward the 		
CF | skeleton, but they mostly pass through the spaces between the bones! 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#36): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | small pearl (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 7 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 4 crowns 		
CF | 		
CF | > 		Knight_Otu says, "I have to remember that A is *not* ATTACK."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		Jacqueline says, "heh"
Knight_Otu pushes the green 'space' button. 		
CF ] Banquet Hall (orc) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You come to a ledge, and drop 		
CF | down into a banquet hall. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc swings its axe, cutting your side. You 		
CF | slash the creature with your sword, and it keels over! 		
CF | 		
CF | (You lose 4 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 26/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a pile of 		
CF | broken wood you find a pouch of coins worth 4 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant bat) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into an abandoned storeroom. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 21/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 5 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 21/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (serpent) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You come to a crypt. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (serpent) HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The serpent sinks its fangs into your leg. Yow! 		
CF | You slash with your sword, and it shudders. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (serpent) HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The serpent sinks its fangs into your leg. Yow! You slash with your 		
CF | sword, and it shudders. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The serpent gives you a nasty bite. You respond with a powerful stroke 		
CF | and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 9/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside an ancient 		
CF | vase you find a bronze bowl worth 1 crown! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (yellow slime) HP: 9/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You kick open a wooden door and enter a mushroom-filled cave. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (giant bat) HP: 9/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You proceed along a wide corridor. 		
CF | You walk through a doorway into an ancient shrine. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Shrine HP: 5/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a pouch of coins worth 4 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, broad wings, versus broad leathery wings."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant rat) HP: 5/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You kick open an iron door and 		
CF | enter an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 1/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites you. You throw it off 		
CF | and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 1/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#37): 		
CF | 		
CF | You defeated 5 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver cup (5 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | bronze bowl (1 crown) 		
CF | pouch of coins (4 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 24 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 21 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard. You have 		
CF | found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 59 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got a stylish CAPE. Gives you a real presence. It's 		
CF | a bargain at 65 crowns." 		
CF | 		
CF | > 		Jacqueline says, "Lots of little details to keep track of."
		Knight_Otu says, "Close."
		Jacqueline says, "yeah"
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Equipment Shop 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Crypt (goblin) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a crypt. 		
CF | 		
CF | A goblin jumps up and shouts, "Slarg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin knocks you with its club. You respond 		
CF | with a fierce slash, and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		DavidW says, "yesssss, soon we will be cloaked."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 26/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (brass spider) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a room with a pit. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 23/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 3 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a silver cup worth 6 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 23/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		Knight_Otu says, "I think pit rooms are always empty."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (yellow slime) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You walk through a doorway into an abandoned storeroom. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (yellow slime) HP: 19/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | tear into the slime. It spits a stream of acid at you. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom (yellow slime) HP: 14/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your arm. You cast your spell, and 		
CF | several glittering arrows shoot into it. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 11/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The slime spits some acid, burning your thigh. You cast your spell, 		
CF | and several glittering arrows shoot into the slime, destroying it! 		
CF | 		
CF | (You lose 3 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 11/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (orc) HP: 11/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | banquet hall. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (orc) HP: 6/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You lunge, striking the orc with with your sword. 		
CF | It bangs your head with the flat of its axe. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (orc) HP: 3/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The orc slashes you with its axe. You stab with your sword and cut its 		
CF | shoulder. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#38): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | silver ring (2 crowns) 		
CF | silver cup (6 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 13 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 10 crowns 		
CF | 		
CF | > 		DavidW asks, "oh, maybe the cloak helps vs ghouls, if the cloak's 'presence' is at all holy?"
		Knight_Otu says, "We're still not quite close to defeating four tough foes."
		Knight_Otu says (to David), "Hm. I kind ofdoubt it, but maybe."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got a stylish CAPE. Gives you a real presence. It's 		
CF | a bargain at 65 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy cape" 		
CF ] Equipment Shop 		
CF | > 		
CF | > BUY CAPE 		
CF | 		
CF | You buy the cape. It looks great! 		
CF | 		
CF | { Goal completed! (Buy a cape) } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Equipment Shop 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You are invited to join an arm-wrestling contest. You face off against 		
CF | a burly opponent and win! 		
CF | 		
CF | > 		Jacqueline says, "Curious if the cape does anything, yeah"
		Knight_Otu says, "Oh hey, we won."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Crypt (ghoul) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You walk through a doorway into a crypt. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		Roger says, "maybe we just like being stylish"
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Crypt (ghoul) HP: 26/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | fly into the ghoul. It groans and strikes back with its claws. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (ghoul) HP: 23/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The ghoul swipes at you with its sharp claws. You slash it with your 		
CF | sword, and it gurgles. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (ghoul) HP: 19/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the ghoul with your sword. It rakes its claws across your 		
CF | chest. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 14/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The ghoul claws you. You strike back with your sword, and the monster 		
CF | falls to the ground! 		
CF | 		
CF | (You lose 5 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		Jacqueline says, "I feel like winning that arm-wrestling contest shoulda gotten us something."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 14/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (orc) HP: 14/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter a barracks. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks (orc) HP: 10/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. You cast your spell, and several glittering arrows 		
CF | fly into the orc. It roars and swipes you with its axe. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks (orc) HP: 6/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The orc swings its axe, cutting your side. You cast your spell, and 		
CF | the monster is shot by several glittering arrows. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks (orc) HP: 3/30 		
CF | > 		
CF | > A 		
CF | 		
CF | The orc swings its axe, cutting your arm. You cast your spell, and the 		
CF | monster is shot by several glittering arrows. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#39): 		
CF | 		
CF | You defeated 1 monster. 		
CF | 		
CF | Treasures collected: 		
CF | tiny ruby (3 crowns) 		
CF | 		
CF | Loot value: 3 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 0 crowns 		
CF | 		
CF | > 		DavidW says, "An endorsement with MumptiPop."
		Knight_Otu says, "Four tough enemies. Seems hard to do."
		Jacqueline says, "I mean, the cloak may not have any real aura or effect, but I'm guessing it does add to our armor rating"
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Crypt (rootling) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | crypt. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 28/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You cut into the rootling, spilling some sap. It 		
CF | winds up and hits you with a thorny vine. 		
CF | 		
CF | (You lose 2 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 25/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling swipes at you with a thorny vine. You swing your sword 		
CF | and chop off a few small twigs. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 22/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 22/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside a 		
CF | sarcophagus you find a silver ring worth 2 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (yellow slime) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You come to a ledge, and drop down into a barracks. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks HP: 19/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your arm. You 		
CF | cast your spell, and several glittering arrows shoot into the slime, 		
CF | destroying it! 		
CF | 		
CF | (You lose 3 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a silver cup worth 6 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 19/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. In a damaged 		
CF | footlocker you find a tiny ruby worth 3 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (brass spider) HP: 19/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You walk through a doorway into an 		
CF | abandoned storeroom. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 15/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 4 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 15/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Inside an old box 		
CF | you discover a silver cup worth 5 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (skeleton) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into an ancient shrine. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine (skeleton) HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton thumps you in the shoulder with its 		
CF | mace. You land a couple of swift strokes. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton hits your head with its mace. You strike back with your 		
CF | sword and smash its femur. It collapses into a pile of bones! 		
CF | 		
CF | (You lose 3 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Shrine HP: 9/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 4 crowns. 		
CF | 		
CF | Loot collected: 		
CF | wooden statuette (3 crowns) 		
CF | silver ring (2 crowns) 		
CF | silver cup (6 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | silver cup (5 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | Total value: 25 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (ghoul) HP: 9/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a banquet hall. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (ghoul) HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the ghoul with your sword. It rakes its 		
CF | claws across your chest. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (ghoul) HP: 2/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the ghoul with your sword. It rakes its claws across your 		
CF | chest. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#40): 		
CF | 		
CF | You defeated 4 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | wooden statuette (3 crowns) 		
CF | silver ring (2 crowns) 		
CF | silver cup (6 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | silver cup (5 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 28 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 25 crowns 		
CF | 		
CF | > 		Knight_Otu says, "We are getitng closer to bringing 30 crowns with us though."
		DavidW says, "yes"
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is gray and cloudy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Barracks (brass spider) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a barracks. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 4 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 26/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (giant bat) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a banquet hall. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Banquet Hall HP: 22/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a pouch of coins worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 22/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (orc) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You come to a ledge, and drop 		
CF | down into a crypt. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (ghoul) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You proceed along a wide corridor. You come 		
CF | to a room with a pit. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 18/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 18/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (skeleton) HP: 18/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to a ledge, and drop down into 		
CF | an ancient shrine. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 15/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton hits your chest with its mace. You 		
CF | strike back with your sword and smash its arm. It collapses into a 		
CF | pile of bones! 		
CF | 		
CF | (You lose 3 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (yellow slime) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a crypt. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Crypt HP: 10/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your thigh. You 		
CF | cast your spell, and several glittering arrows shoot into the slime, 		
CF | destroying it! 		
CF | 		
CF | (You lose 5 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a pouch of coins worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 10/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Crypt HP: 10/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 29 crowns. 		
CF | 		
CF | Loot collected: 		
CF | bronze bracelet (3 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | silver cup (5 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | Total value: 20 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (giant rat) HP: 10/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a barracks. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks HP: 7/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites you. You throw it off 		
CF | and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 7/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. In a damaged 		
CF | footlocker you find a bronze bowl worth 1 crown! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (orc) HP: 7/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You come to a ledge, and drop down into a mushroom-filled 		
CF | cave. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (ghoul) HP: 7/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You follow a narrow passage. You come to a 		
CF | room with a pit. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 4/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (brass spider) HP: 4/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into an abandoned storeroom. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Storeroom (brass spider) HP: 4/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 29 crowns. 		
CF | 		
CF | Loot collected: 		
CF | bronze bracelet (3 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | silver cup (5 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | bronze bowl (1 crown) 		
CF | wooden statuette (4 crowns) 		
CF | Total value: 29 crowns 		
CF | 		
CF | > 		DavidW says, "Wish we had somethint to regen hp"
		Knight_Otu says, "Yeah."
		Jacqueline says, "Well, that's a 'feature' that we can't, I guess."
		DavidW says, "Future magic object, maybe"
		Knight_Otu says, "I think if we home now, we have over 30. Not sure if it counts before or after the adventure costs."
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#41): 		
CF | 		
CF | You defeated 7 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (3 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | silver cup (5 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | bronze bowl (1 crown) 		
CF | wooden statuette (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 32 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 29 crowns 		
CF | 		
CF | > 		Knight_Otu says, "I guess after."
Knight_Otu says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 2 Goals 		
CF | 		
CF | X - Discover the Raining Cave 		
CF | - Defeat 4 tough monsters on one adventure 		
CF | X - Buy a cape 		
CF | - Bring back 30+ crowns from an adventure 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 58 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I haven't got anything for you right now. Come back 		
CF | another time!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You chat with one of the local guards. He says that people are getting 		
CF | needlessly anxious about monster attacks. "They stay in their 		
CF | dungeons," he chuckles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (brass spider) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You kick open a wooden door and 		
CF | enter a room with a pit. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 25/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 5 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 25/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (ghoul) HP: 25/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You kick open a wooden door and 		
CF | enter a crypt. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 20/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 5 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 20/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside a brass urn 		
CF | you find a wooden statuette worth 4 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (orc) HP: 20/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage, working your way around a pile of 		
CF | rubble. You walk through a doorway into an ancient shrine. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 15/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc swings its axe, cutting your side. You 		
CF | slash the creature with your sword, and it keels over! 		
CF | 		
CF | (You lose 5 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (skeleton) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | barracks. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (skeleton) HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the skeleton with your sword. It 		
CF | counters and pounds you with its mace. 		
CF | 		
CF | (You lose 2 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (skeleton) HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You give the skeleton a solid whack with your sword. It brings its 		
CF | mace down on your arm. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 6/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton hits your shoulder with its mace. You strike back with 		
CF | your sword and smash its spine. It collapses into a pile of bones! 		
CF | 		
CF | (You lose 3 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 6/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Barracks HP: 6/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 58 crowns. 		
CF | 		
CF | Loot collected: 		
CF | bronze bracelet (3 crowns) 		
CF | silver cup (5 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | silver cup (5 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | Total value: 20 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (yellow slime) HP: 6/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You walk through a doorway into an 		
CF | abandoned storeroom. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant bat) HP: 6/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You follow a sloping passage. You 		
CF | kick open a wooden door and enter a mushroom-filled cave. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (orc) HP: 6/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You make your way along a rough, 		
CF | twisting passage. You walk through a doorway into a room with a pit. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 1/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc swings its axe, cutting your side. You 		
CF | slash the creature with your sword, and it keels over! 		
CF | 		
CF | (You lose 5 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 1/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#42): 		
CF | 		
CF | You defeated 5 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (3 crowns) 		
CF | silver cup (5 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | silver cup (5 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | silver cup (5 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 28 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 25 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 83 crowns. 		
CF | 		
CF | > 		DavidW asks, "how much is the lucky strike magic item?"
		Knight_Otu says, "90, I think"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Magic Shop 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Magic Shop 		
CF | This is very obviously a magic shop. Every square inch of shelf and 		
CF | table is occupied by old books, colored crystals, and containers of 		
CF | various fluids. Varnthlorian, the gaunt and elderly shopkeeper, sits 		
CF | on a high stool, examining you thoughtfully. The exit is east. 		
CF | 		
CF | Varnthlorian says, "Perhaps you would like this fine enchanted SHEATH 		
CF | that will slightly improve your chance of getting lucky strikes. The 		
CF | price is 90 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Magic Shop 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Banquet Hall (giant rat) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter a banquet hall. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Banquet Hall HP: 26/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites your arm. You throw it 		
CF | off and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 4 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 26/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a piece of 		
CF | faded cloth you find a tiny ruby worth 3 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (orc) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You come to an abandoned 		
CF | storeroom. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (ghoul) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You follow a narrow passage. You kick open a 		
CF | wooden door and enter a room with a pit. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (goblin) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You follow a narrow passage. You kick open 		
CF | an iron door and enter a mushroom-filled cave. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a tattered loincloth and wields a wooden club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (orc) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You proceed along a wide corridor. You 		
CF | walk through a doorway into a crypt. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (brass spider) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You proceed along a wide corridor, carefully 		
CF | avoiding a pit. You come to a room with a pit. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (ghoul) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You proceed along a wide corridor. 		
CF | You walk through a doorway into an abandoned storeroom. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (serpent) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You follow a sloping passage. You come to 		
CF | a ledge, and drop down into a crypt. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Crypt HP: 22/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The serpent strikes and bites your leg. You cast 		
CF | your spell, and several glittering arrows shoot into the creature, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 4 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a bronze bowl worth 1 crown. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 22/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside an ancient 		
CF | vase you find a tiny ruby worth 4 crowns! 		
CF | 		
CF | > 		Knight_Otu says, "I guess that was the easy one."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (giant rat) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You walk through a doorway into a 		
CF | banquet hall. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (orc) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You follow a sloping passage. You kick 		
CF | open a wooden door and enter a barracks. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (ghoul) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You make your way along a rough, twisting 		
CF | passage. You kick open a wooden door and enter a crypt. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant bat) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You make your way along a rough, twisting 		
CF | passage. You come to a mushroom-filled cave. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (giant rat) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You follow a sloping passage. You walk 		
CF | through a doorway into a room with a pit. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (ghoul) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You proceed along a wide corridor. You 		
CF | kick open a wooden door and enter an ancient shrine. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		Knight_Otu says, "I guess searching for lvl 1 tough enemies is not a viable strategy after all."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (ghoul) HP: 22/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You've been exploring for a long time, and it's getting late. You'd 		
CF | better GO HOME. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#43): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (2 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | bronze bowl (1 crown) 		
CF | tiny ruby (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 11 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 8 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Magic Shop 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Magic Shop 		
CF | This is very obviously a magic shop. Every square inch of shelf and 		
CF | table is occupied by old books, colored crystals, and containers of 		
CF | various fluids. Varnthlorian, the gaunt and elderly shopkeeper, sits 		
CF | on a high stool, examining you thoughtfully. The exit is east. 		
CF | 		
CF | Varnthlorian says, "Perhaps you would like this fine enchanted SHEATH 		
CF | that will slightly improve your chance of getting lucky strikes. The 		
CF | price is 90 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Magic Shop 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard and a 		
CF | stylish cape. You have found a wooden key and a rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 91 crowns. 		
CF | 		
CF | > 		DavidW says, "I was wondering what your strategy was."
		Knight_Otu says, "A failure, is what it was."
Knight_Otu says (to ClubFloyd), "buy sheath" 		
CF ] Magic Shop 		
CF | > 		
CF | > BUY SHEATH 		
CF | 		
CF | You buy the sheath and attach it to your belt. Very nice. Now you'll 		
CF | have a better chance to get lucky strikes! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Town Square 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		DavidW says, "Worth a try, though."
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You chat with Ruilla Mongor, a lady who runs a general store in 		
CF | another part of town. She says business is good right now, but she 		
CF | fears it may not last. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is gray and cloudy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (rootling) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a room with a pit. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		Roger says, "I'd believe that fancy clothing attracts tougher foes"
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit (rootling) HP: 27/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rootling winds up and smacks you with a thorny 		
CF | vine. You cast your spell, and several glittering arrows pierce the 		
CF | monster. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit (rootling) HP: 27/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | Not until you take care of the rootling. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 24/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 24/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (orc) HP: 24/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You come to a banquet hall. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		Roger says, "or I guess if you want more fights, then stop searching"
		Knight_Otu says, "That's a possibility, yeah."
		Jacqueline asks, "Well, it's always good to search after a fight, isn't it?"
		Jacqueline asks, "Or is it not?"
		DavidW says, "It takes up time"
		Knight_Otu says, "Not always. There#s some roomswith traps."
		Roger says, "it's not a bad idea but it's not free"
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (yellow slime) HP: 24/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You make your way along a rough, twisting 		
CF | passage. You come to a barracks. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		Jacqueline says, "Well, right. But when you know what kind of room it is."
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks HP: 19/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your leg. You 		
CF | cast your spell, and several glittering arrows shoot into the slime, 		
CF | destroying it! 		
CF | 		
CF | (You lose 5 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a small pearl worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 19/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (rootling) HP: 19/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a crypt. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling wraps a thorny vine around your leg. 		
CF | You stab its core, and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 16/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (ghoul) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You walk through a doorway into an 		
CF | ancient shrine. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (goblin) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You make your way along a rough, twisting 		
CF | passage. You kick open a wooden door and enter a room with a pit. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | Before the goblin can react, you give it a precise stab and kill it! 		
CF | 		
CF | (Lucky strike!) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 16/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (brass spider) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You walk through a doorway into a 		
CF | barracks. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 4 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a pouch of coins worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 12/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under one of the 		
CF | beds you find a wooden statuette worth 3 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Barracks HP: 12/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 1 crown. 		
CF | 		
CF | Loot collected: 		
CF | wooden statuette (3 crowns) 		
CF | small pearl (4 crowns) 		
CF | silver ring (2 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | Total value: 20 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (giant bat) HP: 12/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a crypt. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Crypt HP: 7/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 5 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a small pearl worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 7/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (giant rat) HP: 7/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to a ledge, and drop down into 		
CF | a room with a pit. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 4/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 4/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#44): 		
CF | 		
CF | You defeated 7 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | wooden statuette (3 crowns) 		
CF | small pearl (4 crowns) 		
CF | silver ring (2 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | small pearl (4 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 29 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 26 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Storeroom (rootling) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into an abandoned storeroom. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 27/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling wraps a thorny vine around your leg. 		
CF | You stab its core, and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 27/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (orc) HP: 27/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You come 		
CF | to a room with a pit. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 24/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc swings its axe, cutting your leg. You 		
CF | slash the creature with your sword, and it keels over! 		
CF | 		
CF | (You lose 3 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a small pearl worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 24/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant bat) HP: 24/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a mushroom-filled cave. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (rootling) HP: 24/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You descend a short flight of stairs, 		
CF | carefully avoiding a loose step. You kick open a wooden door and enter 		
CF | a crypt. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 21/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You cut into the rootling, spilling some sap. It 		
CF | winds up and hits you with a thorny vine. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 19/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 2 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 19/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant rat) HP: 19/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 17/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites your arm. You throw it 		
CF | off and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 2 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 17/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (ghoul) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | mushroom-filled cave. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 5 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a silver cup worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (serpent) HP: 12/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into a banquet hall. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		DavidW says, "I wonder if this story eventually gains a love interest or a rival or both."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 8/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The serpent gives you a nasty bite. You respond 		
CF | with a powerful stroke and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 8/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under an old wooden 		
CF | tray you find a pouch of bronze coins worth 2 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Banquet Hall HP: 8/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 27 crowns. 		
CF | 		
CF | Loot collected: 		
CF | wooden statuette (4 crowns) 		
CF | small pearl (5 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | silver cup (5 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | Total value: 22 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (yellow slime) HP: 8/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You come to a crypt. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Crypt HP: 4/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your thigh. You 		
CF | cast your spell, and several glittering arrows shoot into the slime, 		
CF | destroying it! 		
CF | 		
CF | (You lose 4 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 4/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside a 		
CF | sarcophagus you find a bronze bracelet worth 2 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Crypt HP: 4/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 27 crowns. 		
CF | 		
CF | Loot collected: 		
CF | wooden statuette (4 crowns) 		
CF | small pearl (5 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | silver cup (5 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | Total value: 28 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (ghoul) HP: 4/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open an 		
CF | iron door and enter a mushroom-filled cave. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Mushroom Cave (ghoul) HP: 0/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the ghoul with your sword. It rakes its 		
CF | claws across your chest. 		
CF | 		
CF | (You lose your remaining hit points.) 		
CF | 		
CF | You've taken too much damage! You'll have to get out of here.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "Darn."
		DavidW says, "drat drat drat"
Knight_Otu pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#45): 		
CF | 		
CF | You defeated 7 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | wooden statuette (4 crowns) 		
CF | small pearl (5 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of bronze coins (1 crown) 		
CF | silver cup (5 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | 		
CF | Loot value: 28 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 25 crowns 		
CF | 		
CF | > 		Knight_Otu says, "So close to 30."
		Jacqueline says, "yup"
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (yellow slime) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You kick open an iron door and 		
CF | enter a room with a pit. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Room with Pit HP: 26/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The slime spits some acid, burning your leg. You 		
CF | cast your spell, and several glittering arrows shoot into the slime, 		
CF | destroying it! 		
CF | 		
CF | (You lose 4 hit points and defeat the yellow slime.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Room with Pit HP: 26/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (giant bat) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You come to a barracks. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks HP: 21/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The bat dives down and bites you. You cast your 		
CF | spell, and several glittering arrows shoot into the bat, killing it 		
CF | instantly! 		
CF | 		
CF | (You lose 5 hit points and defeat the giant bat.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 21/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. In a damaged 		
CF | footlocker you find a pouch of coins worth 5 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (rootling) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into an abandoned storeroom. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom HP: 18/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling wraps a thorny vine around your leg. 		
CF | You stab its core, and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Storeroom HP: 18/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under a pile of rags 		
CF | you find a bronze bracelet worth 2 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (serpent) HP: 18/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You kick open a 		
CF | wooden door and enter an ancient shrine. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 18/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You swing quickly and cut the serpent in two! 		
CF | 		
CF | (Lucky strike!) 		
CF | 		
CF | You look around and find a bronze bowl worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (orc) HP: 18/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You walk 		
CF | through a doorway into a room with a pit. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The orc swings its axe, cutting your arm. You 		
CF | slash the creature with your sword, and it keels over! 		
CF | 		
CF | (You lose 5 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a small pearl worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (giant rat) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a barracks. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 11/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rat charges and bites your leg. You strike a 		
CF | fierce blow with your sword and kill it! 		
CF | 		
CF | (You lose 2 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		DavidW says, "nice strike with the serpent"
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks HP: 11/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. Under one of the 		
CF | beds you find a tiny ruby worth 3 crowns! 		
CF | 		
CF | > 		Knight_Otu says, "Lucky, it was."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Barracks HP: 11/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 52 crowns. 		
CF | 		
CF | Loot collected: 		
CF | tiny ruby (3 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | bronze bowl (2 crowns) 		
CF | small pearl (4 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | Total value: 27 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (brass spider) HP: 11/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You come to an ancient shrine. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 7/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider slashes you with a sharp leg. You 		
CF | counter with your sword, and the thing drops to the ground with a 		
CF | clang! 		
CF | 		
CF | (You lose 4 hit points and defeat the brass spider.) 		
CF | 		
CF | You look around and find a small pearl worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Shrine HP: 7/30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 52 crowns. 		
CF | 		
CF | Loot collected: 		
CF | tiny ruby (3 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | bronze bowl (2 crowns) 		
CF | small pearl (4 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | small pearl (4 crowns) 		
CF | Total value: 31 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#46): 		
CF | 		
CF | You defeated 7 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | tiny ruby (3 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | pouch of coins (5 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | bronze bracelet (2 crowns) 		
CF | bronze bowl (2 crowns) 		
CF | small pearl (4 crowns) 		
CF | bronze bracelet (3 crowns) 		
CF | tiny ruby (3 crowns) 		
CF | small pearl (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 34 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 31 crowns 		
CF | 		
CF | { Goal completed! (Bring back 30+ crowns from an adventure) } 		
CF | 		
CF | > 		Jacqueline says, "yay"
		Knight_Otu exclaims, "Yay!"
Knight_Otu says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 2 Goals 		
CF | 		
CF | X - Discover the Raining Cave 		
CF | - Defeat 4 tough monsters on one adventure 		
CF | X - Buy a cape 		
CF | X - Bring back 30+ crowns from an adventure 		
CF | 		
CF | > 		DavidW says, "lovely"
		Jacqueline says, "Tough stuff left."
		Knight_Otu says, "Tough, tough."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 83 crowns. 		
CF | 		
CF | > 		DavidW asks, "And nothing else we can buy to help?"
		Knight_Otu says, "Not that we know of."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I haven't got anything for you right now. Come back 		
CF | another time!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Town Square 		
CF | > 		
CF | > S 		
CF | 		
CF | Try going north, west, or east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Magic Shop 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Magic Shop 		
CF | This is very obviously a magic shop. Every square inch of shelf and 		
CF | table is occupied by old books, colored crystals, and containers of 		
CF | various fluids. Varnthlorian, the gaunt and elderly shopkeeper, sits 		
CF | on a high stool, examining you thoughtfully. The exit is east. 		
CF | 		
CF | Varnthlorian says, "I don't have anything that suits you right now. 		
CF | Please return another time." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Town Square 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Tavern 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Tavern 		
CF | You're in the Ruffled Feather, the most popular gathering place in 		
CF | Overville. Most of the tables are filled with patrons chatting and 		
CF | drinking. You can TALK with them if you want. The wait staff hurry 		
CF | back and forth to the bar. The exit is west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk" 		
CF ] Tavern 		
CF | > 		
CF | > TALK 		
CF | 		
CF | You have a chat with one of the townsfolk. "According to an old tale, 		
CF | the dwarves of Black Knife Dungeon created a mechanical guardian to 		
CF | protect them, but the blasted thing couldn't tell friend from foe! 		
CF | Eventually they managed to lock it up, but by then most of the dwarves 		
CF | had fled." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Tavern 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. It's raining lightly. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Crypt (ghoul) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You come 		
CF | to a crypt. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The ghoul claws you. You strike back with your 		
CF | sword, and the monster falls to the ground! 		
CF | 		
CF | (You lose 4 hit points and defeat the ghoul.) 		
CF | 		
CF | You look around and find a tiny ruby worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Crypt HP: 26/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the crypt carefully. Inside an ancient 		
CF | vase you find a pouch of coins worth 4 crowns! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (orc) HP: 26/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You kick open an iron door and enter a 		
CF | banquet hall. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (orc) HP: 21/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You lunge, striking the orc with with your sword. 		
CF | It bangs your head with the flat of its axe. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (orc) HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You lunge, striking the orc with with your sword. It bangs your head 		
CF | with the flat of its axe. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The orc swings its axe, cutting your side. You slash the creature with 		
CF | your sword, and it keels over! 		
CF | 		
CF | (You lose 4 hit points and defeat the orc.) 		
CF | 		
CF | You look around and find a small pearl worth 5 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Banquet Hall HP: 13/30 		
CF | > 		
CF | > SE 		
CF | 		
CF | You spend some time searching the room carefully. You don't find 		
CF | anything else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (yellow slime) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You come to a ledge, and drop down into an ancient shrine. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (brass spider) HP: 13/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You make your way along a rough, 		
CF | twisting passage. You come to an abandoned storeroom. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (brass spider) HP: 8/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The spider jabs you with a sharp leg. You whack it 		
CF | with your sword, throwing sparks. 		
CF | 		
CF | (You lose 5 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Storeroom (brass spider) HP: 4/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You hack at the spider's leg, and a small piece falls off. The spider 		
CF | cuts you with a different leg. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#47): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | tiny ruby (3 crowns) 		
CF | pouch of coins (4 crowns) 		
CF | small pearl (5 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 13 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 10 crowns 		
CF | 		
CF | > 		Knight_Otu says, "Feels like the best approach would be to hope for lvl 1 tough enemies."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Room with Pit (rootling) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor, carefully avoiding a pit. You kick 		
CF | open an iron door and enter a room with a pit. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (giant bat) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You proceed along a wide corridor. You 		
CF | walk through a doorway into a barracks. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant rat) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You follow a narrow passage. You come 		
CF | to an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (ghoul) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You follow a sloping passage, working 		
CF | your way around a pile of rubble. You kick open an iron door and enter 		
CF | a crypt. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (serpent) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You make your way along a rough, twisting 		
CF | passage. You kick open an iron door and enter an ancient shrine. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and scaly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant bat) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the serpent. You make your way along a rough, 		
CF | twisting passage. You come to an abandoned storeroom. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (yellow slime) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You proceed along a wide corridor. You 		
CF | kick open an iron door and enter a crypt. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (brass spider) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You descend a short flight of 		
CF | stairs. You come to an ancient shrine. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant bat) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You proceed along a wide corridor. 		
CF | You come to a mushroom-filled cave. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (giant rat) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You follow a narrow passage. You come 		
CF | to a barracks. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Barracks HP: 28/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites you. You throw it off 		
CF | and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 2 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (ghoul) HP: 28/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to an 		
CF | abandoned storeroom. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (yellow slime) HP: 28/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You make your way along a rough, twisting 		
CF | passage. You come to a ledge, and drop down into an ancient shrine. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (brass spider) HP: 28/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You follow a narrow passage. You 		
CF | come to a barracks. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (ghoul) HP: 28/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You descend a short flight of 		
CF | stairs, carefully avoiding a loose step. You kick open an iron door 		
CF | and enter a crypt. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (serpent) HP: 28/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You follow a narrow passage, working your 		
CF | way around a pile of rubble. You walk through a doorway into a banquet 		
CF | hall. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (serpent) HP: 25/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The serpent sinks its fangs into your leg. Yow! 		
CF | You slash with your sword, and it shudders. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (serpent) HP: 22/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You give the serpent a shallow cut with your sword. It bites your 		
CF | sword arm. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall HP: 19/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The serpent gives you a nasty bite. You respond with a powerful stroke 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant rat) HP: 19/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You kick open a wooden door and 		
CF | enter an abandoned storeroom. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Storeroom HP: 16/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites you. You throw it off 		
CF | and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You've been exploring for a long time, and it's getting late. You'd 		
CF | better GO HOME. 		
CF | 		
CF | > 		Knight_Otu asks, "Gr. I think that was three?"
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#48): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (1 crown) 		
CF | bronze bracelet (3 crowns) 		
CF | silver ring (2 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 7 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 4 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "log" 		
CF ] Town Square 		
CF | > 		
CF | > LOG 		
CF | 		
CF | 		
CF | Recent Adventure Log 		
CF | 		
CF | Adventure #44 		
CF | Monsters defeated: 7 		
CF | Loot collected: 29 crowns 		
CF | 		
CF | Adventure #45 		
CF | Monsters defeated: 7 		
CF | Loot collected: 28 crowns 		
CF | 		
CF | Adventure #46 		
CF | Monsters defeated: 7 		
CF | Loot collected: 34 crowns 		
CF | 		
CF | Adventure #47 		
CF | Monsters defeated: 2 		
CF | Loot collected: 13 crowns 		
CF | 		
CF | Adventure #48 		
CF | Monsters defeated: 3 		
CF | Loot collected: 7 crowns 		
CF | 		
CF | Total monsters defeated: 132 		
CF | Most monsters defeated on one adventure: 7 		
CF | Total lucky strikes: 5 		
CF | Total loot collected: 553 crowns 		
CF | Total adventuring costs: 106 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is gray and cloudy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Shrine (giant bat) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You kick open a wooden door and enter an ancient shrine. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (goblin) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You make your way along a rough, 		
CF | twisting passage. You kick open a wooden door and enter a 		
CF | mushroom-filled cave. 		
CF | 		
CF | A goblin jumps up and shouts, "Glarg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (rootling) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You follow a narrow passage. You come to 		
CF | a crypt. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling swipes at you with a thorny vine. You 		
CF | swing your sword and chop off a few small twigs. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 23/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 20/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 1 crown. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant bat) HP: 20/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage. You come to an abandoned storeroom. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		Jacqueline says, "IRTA 'Return to Level 1' for a second and had a small cardiac event."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (goblin) HP: 20/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You make your way along a rough, 		
CF | twisting passage. You kick open a wooden door and enter a barracks. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (goblin) HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin yells and gives you a solid whack with 		
CF | its club. You counterattack and cut its arm. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 15/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 2 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a silver ring worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (yellow slime) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into an ancient shrine. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (skeleton) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You follow a narrow passage. You 		
CF | come to a crypt. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (orc) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You follow a sloping passage, working 		
CF | your way around a pile of rubble. You walk through a doorway into a 		
CF | room with a pit. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (yellow slime) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You descend a short flight of stairs, 		
CF | carefully avoiding a loose step. You come to a ledge, and drop down 		
CF | into a mushroom-filled cave. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (brass spider) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You descend a short flight of 		
CF | stairs, carefully avoiding a loose step. You kick open an iron door 		
CF | and enter a crypt. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant bat) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You descend a short flight of 		
CF | stairs. You come to an abandoned storeroom. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (ghoul) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You follow a sloping passage. You kick 		
CF | open an iron door and enter a banquet hall. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (goblin) HP: 15/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You follow a narrow passage. You walk 		
CF | through a doorway into a barracks. 		
CF | 		
CF | A goblin jumps up and shouts, "Yar!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (goblin) HP: 13/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin yells and gives you a solid whack with 		
CF | its club. You counterattack and cut its torso. 		
CF | 		
CF | (You lose 2 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 10/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (rootling) HP: 10/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a narrow passage, working your way around a pile of rubble. 		
CF | You kick open an iron door and enter a crypt. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 7/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You cut into the rootling, spilling some sap. It 		
CF | winds up and hits you with a thorny vine. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 3/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling swipes at you with a thorny vine. You swing your sword 		
CF | and chop off a few small twigs. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (rootling) HP: 0/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You cut into the rootling, spilling some sap. It winds up and hits you 		
CF | with a thorny vine. 		
CF | 		
CF | (You lose your remaining hit points.) 		
CF | 		
CF | You've taken too much damage! You'll have to get out of here.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu says, "Darnit."
Knight_Otu pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#49): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | pouch of bronze coins (1 crown) 		
CF | silver ring (3 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | 		
CF | Loot value: 8 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 5 crowns 		
CF | 		
CF | > 		Jacqueline pats KO on the shoulder.
		Knight_Otu says, "And I think that would've been number 4."
		DavidW says, "Tough monsters are tough."
		Knight_Otu says, "They sure are."
		Jacqueline says, "That's why they're called 'tough', yeah"
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is cool and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Crypt (yellow slime) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You descend a short flight of stairs. You come to a ledge, and drop 		
CF | down into a crypt. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (goblin) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You descend a short flight of 		
CF | stairs. You walk through a doorway into a room with a pit. 		
CF | 		
CF | A goblin jumps up and shouts, "Yarg!" It has long arms and a perpetual 		
CF | scowl. It wears a fur-lined loincloth and wields a wooden club. 		
CF | 		
CF | > 		DavidW asks, "Are you avoiding all normal ones currently?"
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit (goblin) HP: 27/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin yells and gives you a solid whack with 		
CF | its club. You counterattack and cut its arm. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		Knight_Otu says, "I'm trying to, yes."
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit (goblin) HP: 24/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin yells and gives you a solid whack with its club. You 		
CF | counterattack and cut its leg. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 21/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a bronze bowl worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (giant rat) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You kick open an iron door and enter a mushroom-filled cave. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (giant bat) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You descend a short flight of stairs. 		
CF | You come to a ledge, and drop down into a crypt. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (orc) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You make your way along a rough, 		
CF | twisting passage. You walk through a doorway into a room with a pit. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		Knight_Otu says, "And tough level 2s."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (brass spider) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You follow a narrow passage. You walk 		
CF | through a doorway into a banquet hall. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (ghoul) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You make your way along a rough, 		
CF | twisting passage. You come to a ledge, and drop down into a 		
CF | mushroom-filled cave. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (goblin) HP: 21/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You follow a sloping passage. You come to 		
CF | a ledge, and drop down into an ancient shrine. 		
CF | 		
CF | A goblin jumps up and shouts, "Glarg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine (goblin) HP: 18/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the goblin with your sword. It conks 		
CF | you on the shoulder with its club. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 16/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 2 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a silver ring worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (giant bat) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You follow a sloping passage. You kick open a wooden door and enter an 		
CF | abandoned storeroom. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad 		
CF | wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (serpent) HP: 16/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You follow a sloping passage. You come 		
CF | to a crypt. 		
CF | 		
CF | A serpent slithers toward you. It must be at least 15 feet long. It's 		
CF | green and knobbly, and it gazes at you with unblinking eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (serpent) HP: 12/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The serpent sinks its fangs into your leg. Yow! 		
CF | You slash with your sword, and it shudders. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The serpent gives you a nasty bite. You respond with a powerful stroke 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the serpent.) 		
CF | 		
CF | You look around and find a wooden statuette worth 3 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 9/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You already defeated the serpent. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (skeleton) HP: 9/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You come to a 		
CF | ledge, and drop down into a banquet hall. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (skeleton) HP: 6/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton strikes your head with its mace. You 		
CF | hack at it and a few bone chips fly off. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (skeleton) HP: 3/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton thumps you in the shoulder with its mace. You land a 		
CF | couple of swift strokes. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Banquet Hall (skeleton) HP: 0/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You strike the skeleton with your sword. It counters and pounds you 		
CF | with its mace. 		
CF | 		
CF | (You lose your remaining hit points.) 		
CF | 		
CF | You've taken too much damage! You'll have to get out of here.... 		
CF | 		
CF | Press SPACE. 		Knight_Otu exclaims, "So close!"
Knight_Otu pushes the green 'space' button. 		
CF ] Town Square 		
CF | Press SPACE. 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#50): 		
CF | 		
CF | You defeated 3 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bowl (2 crowns) 		
CF | silver ring (2 crowns) 		
CF | wooden statuette (3 crowns) 		
CF | 		
CF | Loot value: 7 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 4 crowns 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tips" 		
CF ] Town Square 		
CF | > 		
CF | > TIPS 		
CF | 		
CF | 1. General Adventuring 		
CF | 2. Leveling 		
CF | 3. The Tavern 		
CF | 4. Monster Varieties 		
CF | 5. Searching 		
CF | 6. Selecting Attacks 		
CF | 		
CF | (To read a tip, type TIP [number].) 		
CF | 		
CF | > 		Knight_Otu says, "I think I'll make one more attempt, but it's getting late here."
		Jacqueline says, "Okay"
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is warm and breezy. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Banquet Hall (ghoul) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a banquet hall. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		Jacqueline asks, "Do we want to keep up with this next week?"
		DavidW asks, "Maybe?"
		Knight_Otu says, "Not sure. May be better for solo play, I feel."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (goblin) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You come to a ledge, and drop down into a 		
CF | crypt. 		
CF | 		
CF | A goblin jumps up and shouts, "Blorg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt (goblin) HP: 27/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. You strike the goblin with your sword. It conks 		
CF | you on the head with its club. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Crypt HP: 23/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 4 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (rootling) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a room with a pit. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit (rootling) HP: 20/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling swipes at you with a thorny vine. You 		
CF | swing your sword and chop off a few small twigs. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Room with Pit HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (brass spider) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs, carefully avoiding a loose step. 		
CF | You kick open a wooden door and enter an ancient shrine. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (orc) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You make your way along a rough, 		
CF | twisting passage. You come to a ledge, and drop down into a 		
CF | mushroom-filled cave. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you long white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (goblin) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You make your way along a rough, twisting 		
CF | passage. You come to a ledge, and drop down into an abandoned 		
CF | storeroom. 		
CF | 		
CF | A goblin jumps up and shouts, "Slarg!" It has long arms and a 		
CF | perpetual scowl. It wears a tattered loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (ghoul) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the goblin. You descend a short flight of stairs, 		
CF | carefully avoiding a loose step. You walk through a doorway into a 		
CF | crypt. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with dull yellow 		
CF | eyes. 		
CF | 		
CF | > 		DavidW says, "We have seen a fair representation of the game."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (brass spider) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You descend a short flight of stairs. You 		
CF | come to a ledge, and drop down into a room with a pit. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		Jacqueline says, "Hm. True."
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (yellow slime) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You proceed along a wide corridor. 		
CF | You walk through a doorway into a mushroom-filled cave. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (giant bat) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You descend a short flight of 		
CF | stairs, carefully avoiding a loose step. You walk through a doorway 		
CF | into an ancient shrine. 		
CF | 		
CF | You look up and see a giant bat above you. It flaps around with broad, 		
CF | leathery wings. Occasionally it lets out a nasty squeal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (skeleton) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant bat. You follow a narrow passage. You walk 		
CF | through a doorway into a banquet hall. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (ghoul) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You descend a short flight of stairs, 		
CF | carefully avoiding a loose step. You come to a mushroom-filled cave. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (brass spider) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You kick open a wooden door and enter an 		
CF | abandoned storeroom. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (skeleton) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You follow a narrow passage. You 		
CF | come to a room with a pit. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (yellow slime) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You proceed along a wide corridor. You 		
CF | come to an ancient shrine. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (brass spider) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You proceed along a wide corridor. 		
CF | You kick open a wooden door and enter a barracks. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (brass spider) HP: 17/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You've been exploring for a long time, and it's getting late. You'd 		
CF | better GO HOME. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#51): 		
CF | 		
CF | You defeated 2 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 7 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 4 crowns 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Town Square 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 2 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 110 crowns. 		
CF | 		
CF | > 		Knight_Otu says, "I guess one more since there were only to viable enemies here, but that's the last."
Knight_Otu says (to ClubFloyd), "adv" 		
CF ] Town Square 		
CF | > 		
CF | > ADV 		
CF | 		
CF | You head out to Black Knife Dungeon. The weather is sunny and 		
CF | pleasant. 		
CF | 		
CF | You return to Level 2.... 		
CF | 		
CF | Press SPACE. 		
Knight_Otu pushes the green 'space' button. 		
CF ] Mushroom Cave (ghoul) HP: 30/30 		
CF | Press SPACE. 		
CF | 		
CF | You proceed along a wide corridor. You come to a ledge, and drop down 		
CF | into a mushroom-filled cave. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (giant rat) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You descend a short flight of stairs. You 		
CF | come to a ledge, and drop down into an ancient shrine. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its brown fur bristles, and it glares at you with fierce 		
CF | beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (yellow slime) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the giant rat. You make your way along a rough, 		
CF | twisting passage. You kick open a wooden door and enter a room with a 		
CF | pit. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Mushroom Cave (brass spider) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You proceed along a wide corridor, 		
CF | carefully avoiding a pit. You come to a mushroom-filled cave. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a grooved brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (ghoul) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You follow a sloping passage, 		
CF | working your way around a pile of rubble. You come to an abandoned 		
CF | storeroom. 		
CF | 		
CF | A ghoul steps toward you and groans. Warty gray skin stretches over 		
CF | its bones. It wears dirty rags, and it glares at you with bright 		
CF | yellow eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (yellow slime) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the ghoul. You make your way along a rough, twisting 		
CF | passage. You come to an ancient shrine. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | popping occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (rootling) HP: 30/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You follow a sloping passage, 		
CF | working your way around a pile of rubble. You come to a ledge, and 		
CF | drop down into a barracks. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and shiny green leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks (rootling) HP: 26/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The rootling swipes at you with a thorny vine. You 		
CF | swing your sword and chop off a few small twigs. 		
CF | 		
CF | (You lose 4 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Barracks HP: 23/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The rootling wraps a thorny vine around your leg. You stab its core, 		
CF | and it topples to the ground! 		
CF | 		
CF | (You lose 3 hit points and defeat the rootling.) 		
CF | 		
CF | You look around and find a bronze bracelet worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (skeleton) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You make your way along a rough, twisting passage. You walk through a 		
CF | doorway into a banquet hall. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | blue light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (brass spider) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the skeleton. You follow a sloping passage, working 		
CF | your way around a pile of rubble. You kick open a wooden door and 		
CF | enter a crypt. 		
CF | 		
CF | A strange brass spider drops onto the floor in front of you. It has a 		
CF | body like a smooth brass ball, supported by a set of sharp jointed 		
CF | legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Barracks (rootling) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the brass spider. You follow a sloping passage. You 		
CF | walk through a doorway into a barracks. 		
CF | 		
CF | A rootling emerges from the shadows. It looks like a vaguely humanoid 		
CF | mass of vines, twigs, and small leaves. It creaks eerily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Storeroom (yellow slime) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the rootling. You make your way along a rough, 		
CF | twisting passage. You come to a ledge, and drop down into an abandoned 		
CF | storeroom. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (orc) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You descend a short flight of 		
CF | stairs. You come to an ancient shrine. 		
CF | 		
CF | An orc sees you and pounds its chest. It is squat and green and 		
CF | carries an axe. It grimaces, showing you short white fangs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Crypt (giant rat) HP: 23/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the orc. You descend a short flight of stairs. You 		
CF | come to a crypt. 		
CF | 		
CF | A giant rat leaps into view. It must be three feet long, not counting 		
CF | the tail. Its wiry black fur bristles, and it glares at you with 		
CF | fierce beady eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Crypt HP: 20/30 		
CF | > 		
CF | > A 		
CF | 		
CF | You begin fighting. The rat leaps up and bites your arm. You throw it 		
CF | off and cast your spell. Several glittering arrows fly into the rat, 		
CF | killing it instantly! 		
CF | 		
CF | (You lose 3 hit points and defeat the giant rat.) 		
CF | 		
CF | You look around and find a pouch of bronze coins worth 2 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Room with Pit (yellow slime) HP: 20/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You kick open a wooden door and 		
CF | enter a room with a pit. 		
CF | 		
CF | A thick yellow slime squishes into view. It pulses on the floor, 		
CF | burbling occasionally. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Banquet Hall (skeleton) HP: 20/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You retreat from the yellow slime. You descend a short flight of 		
CF | stairs. You walk through a doorway into a banquet hall. 		
CF | 		
CF | A skeleton turns around to face you. Its eye sockets glow with a dim 		
CF | red light. It holds a rusty mace and a worn shield. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " f" 		
CF ] Banquet Hall (skeleton) HP: 17/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The skeleton strikes your leg with its mace. You 		
CF | hack at it and break off a rib. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " f" 		
CF ] Banquet Hall (skeleton) HP: 14/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton strikes your shoulder with its mace. You hack at it and a 		
CF | few bone chips fly off. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " f" 		
CF ] Banquet Hall HP: 11/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The skeleton hits your chest with its mace. You strike back with your 		
CF | sword and smash its arm. It collapses into a pile of bones! 		
CF | 		
CF | (You lose 3 hit points and defeat the skeleton.) 		
CF | 		
CF | You look around and find a tiny ruby worth 4 crowns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c" 		
CF ] Shrine (goblin) HP: 11/30 		
CF | > 		
CF | > C 		
CF | 		
CF | You descend a short flight of stairs. You walk through a doorway into 		
CF | an ancient shrine. 		
CF | 		
CF | A goblin jumps up and shouts, "Glarg!" It has long arms and a 		
CF | perpetual scowl. It wears a fur-lined loincloth and wields a wooden 		
CF | club. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine (goblin) HP: 8/30 		
CF | > 		
CF | > F 		
CF | 		
CF | You begin fighting. The goblin yells and gives you a solid whack with 		
CF | its club. You counterattack and cut its arm. 		
CF | 		
CF | (You lose 3 hit points.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "f" 		
CF ] Shrine HP: 5/30 		
CF | > 		
CF | > F 		
CF | 		
CF | The goblin knocks you with its club. You respond with a fierce slash, 		
CF | and kill it! 		
CF | 		
CF | (You lose 3 hit points and defeat the goblin.) 		
CF | 		
CF | You look around and find a wooden statuette worth 4 crowns. 		
CF | 		
CF | { Goal completed! (Defeat 4 tough monsters on one adventure) } 		
CF | 		
CF | > 		Jacqueline says, "Money is easier now, at elast."
		Jacqueline says, "OH~"
		Knight_Otu says, "Whew."
Jacqueline says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
Jacqueline says (to ClubFloyd), "blackknife01" 		
CF ] Shrine HP: 5/30 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "congrats!"
Knight_Otu says (to ClubFloyd), "home" 		
CF ] Town Square 		
CF | > 		
CF | > HOME 		
CF | 		
CF | You make your way out of the dungeon and return to town. 		
CF | 		
CF | Adventure recap (#52): 		
CF | 		
CF | You defeated 4 monsters. 		
CF | 		
CF | Treasures collected: 		
CF | bronze bracelet (2 crowns) 		
CF | pouch of bronze coins (2 crowns) 		
CF | tiny ruby (4 crowns) 		
CF | wooden statuette (4 crowns) 		
CF | 		
CF | 10% bonus for leaving with HP 		
CF | 		
CF | Loot value: 13 crowns 		
CF | Adventuring costs: 3 crowns 		
CF | Total revenue: 10 crowns 		
CF | 		
CF | { You have reached Level 3! Excellent! Your hit points have 		
CF | increased, and adventuring costs have increased too. You can now 		
CF | proceed down to Level 3 of the dungeon. } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "goals" 		
CF ] Town Square 		
CF | > 		
CF | > GOALS 		
CF | 		
CF | 		
CF | Level 3 Goals 		
CF | 		
CF | - Find the Carved Room 		
CF | - Defeat 9 monsters on one adventure 		
CF | - Buy a nice belt 		
CF | - Use the ring exactly 4 times on an adventure, and defeat a monster 		
CF | each time 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Magic Shop 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Magic Shop 		
CF | This is very obviously a magic shop. Every square inch of shelf and 		
CF | table is occupied by old books, colored crystals, and containers of 		
CF | various fluids. Varnthlorian, the gaunt and elderly shopkeeper, sits 		
CF | on a high stool, examining you thoughtfully. The exit is east. 		
CF | 		
CF | Varnthlorian says, "Perhaps you would like this amazing sapphire RING 		
CF | that will allow you to make a variety of magical attacks. It draws 		
CF | power from the dungeon itself! You may have it for 60 crowns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Town Square 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Town Square 		
CF | You're standing in the Overville town square. You can see Robard's 		
CF | equipment shop to the north and Varnthlorian's magic shop to the west. 		
CF | Overville's most popular tavern, the Ruffled Feather, stands to the 		
CF | east. You can start an ADVENTURE to Black Knife Dungeon at any time. 		
CF | You can also check your GOALS, your TIPS, or your LOG. Type HELP for 		
CF | command details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Equipment Shop 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Equipment Shop 		
CF | This shop is pretty well-kept, but not exactly spotless. Robard, the 		
CF | burly proprietor, stands behind a long counter with his arms folded, 		
CF | watching you patiently. The exit is south. 		
CF | 		
CF | Robard says, "I've got a premium SWORD. An improvement over your 		
CF | current weapon. The price is 80 crowns. 		
CF | 		
CF | "I also have some light chain ARMOR. More complete protection. I'll 		
CF | let you have it for 85 crowns. 		
CF | 		
CF | "I also have a jeweled BELT. This will turn heads. The price is a mere 		
CF | 200 crowns." 		
CF | 		
CF | > 		Knight_Otu says, "Well, I'm done for today I think."
		Jacqueline asks, "I wonder how far in we are?"
		DavidW says, "hard to tell"
		Jacqueline says (to KO), "Yeah, that makes sense. I need to get to some other stuff as well."
		Jacqueline exclaims, "Thanks for driving, KO!"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Equipment Shop 		
CF | > 		
CF | > I 		
CF | 		
CF | You are a Level 3 adventurer. You're equipped with a very sharp sword 		
CF | and studded leather armor. You're also wearing a fine tabard, a 		
CF | stylish cape, and a lucky sheath. You have found a wooden key and a 		
CF | rusty key. 		
CF | 		
CF | You have an amulet of magic arrows. 		
CF | 		
CF | You have 120 crowns. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "story" 		
CF ] Equipment Shop 		
CF | > 		
CF | > STORY 		
CF | 		
CF | One evening in the Ruffled Feather, a strange old dwarf told you a 		
CF | legend about Black Knife Dungeon. There's supposed to be some kind of 		
CF | valuable relic deep inside. "But first, seek Blornang's Hall," the 		
CF | dwarf said before falling asleep on the table. 		
CF | 		
CF | You discovered the hall and obtained a wooden key. Blornang's ghost 		
CF | told you to go to the Raining Cave on Level 2. 		
CF | 		
CF | You found an old parchment that said, "The path to the Raining Cave 		
CF | begins in a shrine." You discovered a secret door behind the altar in 		
CF | one of the shrines. 		
CF | 		
CF | In the Raining Cave, you found a rusty key. Blornang's ghost told you 		
CF | to find the Carved Room on Level 3. 		
CF | 		
CF | > 		DavidW says, "yes, thank you, Knight"
		Knight_Otu says, "I wasn't the only driver today, but thanks."
		Jacqueline exclaims, "Well, but you're the one here to thank!"
		Knight_Otu says, "I suppose that's true."
		Jacqueline says, "Stay safe. See you soon."
		Knight_Otu exclaims, "Yeah. We've been lucky so far, but who knows whether that'll change. Stay safe as well, you all, and good night!"
		DavidW says, "see you all next week and thanks again"
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. 		
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, "Like, we won an arm-wrestling contest. The people want to know."
		



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ClubFloyd Transcript:
Bronze by Emily Short
As played on ifMUD on August 15-22, 2021

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 Bronze written by Emily Short. Bronze was released in 2006, and was a nominee for a Xyzzy for Best Use of Medium. 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 *** 		
		MoyTravis says, "Did we do "Delightful Wallpaper"? (lookin' at them suggestions)"
		DavidW says, "I think so. At least, I've played it."
		MoyTravis says, "Oh it's a puzzle game? Big F."
		DavidW says, "More like two puzzle games. The first half and the second half are quite different."
		Jacqueline says, "We have not done Delightful Wallpaper, no."
		MoyTravis says, "Okay double big Fs then."
		Jacqueline asks, "What does that mean?"
		DavidW asks (of Moy), "You don't like puzzles today?"
		MoyTravis says, "I don't like puzzles, generally. Uh, "F" is a joke way of saying, like, "oh how tragic" but in an irreverant way."
		Jacqueline says, "mmkay"
		Jacqueline says, "Thanks"
		MoyTravis says, "There was a Call of Duty game that had a prompt "Press F To Pay Respects" and then it sort of went from there."
		Jacqueline says, "Oh ah"
		Jacqueline says, "I do remember that."
Knight_Otu has arrived. 		Roger says, "if we feel like something more substantial and probably multi-session, there's Bronze"
		DavidW says, "Never played Call of Duty, but I play very few games that aren't IF."
		MoyTravis says, "So, it's like, if you're watching a stream and somebody dies or something, people might start pasting F in chat."
		Jacqueline says, "Man, Bronze."
		Jacqueline says, "Gosh"
		MoyTravis says, "I've never played Call of Duty either, but the meme's metastasized."
		MoyTravis says, "I'm up for pretty much anything, puzzle games included, since it's not really me who has to solve them."
		Jacqueline says, "Our bot is still playing Black Knife Dungeon, but I guess we're not going ot try to finish that as a group."
Jacqueline says (to ClubFloyd), "quit" 		
CF ] Equipment Shop 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | Are you sure you want to quit? 		
Jacqueline 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, "I haven't started a home session of Black Knife Dungeon yet, but eventually."
Jacqueline says (to ClubFloyd), "load sleepmask bronze" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 0/55 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | When the seventh day comes and it is time for you to return to the 		
CF | castle in the forest, your sisters cling to your sleeves. 		
CF | 		
CF | "Don't go back," they say, and "When will we ever see you again?" But 		
CF | you imagine they will find consolation somewhere. 		
CF | 		
CF | Your father hangs back, silent and moody. He has spent the week as far 		
CF | from you as possible, working until late at night. Now he speaks only 		
CF | to ask whether the Beast treated you "properly." Since he obviously 		
CF | has his own ideas about what must have taken place over the past few 		
CF | years, you do not reply beyond a shrug. 		
CF | 		
CF | You breathe more easily once you're back in the forest, alone. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Bronze 		
CF | A fractured fairy tale by Emily Short 		
CF | Release 11 / Serial number 060503 / Inform 7 build 3K27 (I6/v6.30 lib 		
CF | 6/10N) 		
CF | 		
CF | Have you played interactive fiction before? > 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > Y 		
CF | 		
CF | 		
CF | If you have not played Bronze before, you may still want to type HELP 		
CF | to learn about special commands unique to this game. 		
CF | 		
CF | Drawbridge 		
CF | Even in your short absence, the castle has come to look strange to you 		
CF | again. When you came here first, you stood a long while on the 		
CF | drawbridge, unready to cross the moat, for fear of the spells that 		
CF | might bind you if you did. This time it is too late to worry about 		
CF | such things. 		
CF | 		
CF | An iron-barred gate leads north. 		
CF | 		
CF | > 		DavidW says, "hm. We won't see the colours change on the status line compass. I think red directions meant unvisited directions."
Jacqueline says (to ClubFloyd), "help" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Introduction to Bronze 		
CF | Instructions for Playing IF in General 		
CF | Special Commands In Bronze 		
CF | Credits 		
CF | Contacting the Author 		MoyTravis says, "55 rooms! Whoa, that's a substantial number of rooms."
		Jacqueline asks, "Do we want the first one? Or just the third one?"
		DavidW says, "There's multiple paths through Bronze."
		MoyTravis asks, "Both I guess?"
		Knight_Otu says, "I guess both."
Jacqueline presses the yellow enter button. 		
CF ] Introduction to Bronze 		
CF | Bronze 		
CF | 		
CF | When the seventh day comes and it is time for you to return to the 		
CF | castle in the forest, your sisters cling to your sleeves. 		
CF | 		
CF | "Don't go back," they say, and "When will we ever see you again?" But 		
CF | you imagine they will find consolation somewhere. 		
CF | 		
CF | Your father hangs back, silent and moody. He has spent the week as far 		
CF | from you as possible, working until late at night. Now he speaks only 		
CF | to ask whether the Beast treated you "properly." Since he obviously 		
CF | has his own ideas about what must have taken place over the past few 		
CF | years, you do not reply beyond a shrug. 		
CF | 		
CF | You breathe more easily once you're back in the forest, alone. 		
CF | 		
CF | Bronze is a puzzle-oriented adaptation of Beauty and the Beast with an 		
CF | expansive geography for the inveterate explorer. 		
CF | 		
CF | Features help for novice players, a detailed adaptive hint system to 		
CF | assist players who get lost, and a number of features to make 		
CF | navigating a large space more pleasant. 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Jacqueline pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Introduction to Bronze 		
CF | Instructions for Playing IF in General 		
CF | Special Commands In Bronze 		
CF | Credits 		
CF | Contacting the Author 		DavidW says, "I'll probably want to hold back a bit for this one. I don't remember everything, but I do remember some."
		Jacqueline says, "Yeah, I don't remember much at all."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Introduction to Bronze 		
CF | > Instructions for Playing IF in General 		
CF | Special Commands In Bronze 		
CF | Credits 		
CF | Contacting the Author 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Introduction to Bronze 		
CF | Instructions for Playing IF in General 		
CF | > Special Commands In Bronze 		
CF | Credits 		
CF | Contacting the Author 		
Jacqueline presses the yellow enter button. 		
CF ] Special Commands In Bronze 		
CF | Bronze has a few special commands not found in every game. 		
CF | 		
CF | GO TO {any room} will allow you to travel automatically, assuming that 		
CF | there are no locked doors or other impediments in your way. 		
CF | 		
CF | FIND {any object} will similarly take you to any items you have seen 		
CF | already (but not find anything that you haven't seen yet). 		
CF | 		
CF | LOOK {a direction} will tell you what lies that way without your 		
CF | having to go there. 		
CF | 		
CF | ROOMS will list all the rooms you have visited so far; OBJECTS will 		
CF | similarly list all the things you have seen in the course of the game. 		
CF | 		
CF | THINK ABOUT {any object} will provide extra information and sometimes 		
CF | context-sensitive hints, depending on what you have done so far. 		
CF | 		
CF | NOVICE MODE ON and NOVICE MODE OFF toggle the functioning of novice 		
CF | mode, which puts in bold-face the names of objects the player might 		
CF | want to attend to, and offers some command suggestions each turn. The 		
CF | game runs very slightly more slowly in novice mode because it is also 		
CF | calculating what the player might like to do at each turn. It is 		
CF | recommended that the novice player try this for a while, then turn it 		
CF | off when he gets the hang of the command-driven interface. Novice mode 		
CF | does not list every possible command, only those that seem especially 		
CF | obvious or relevant at any given moment. 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		DavidW says, "There's a bench, a bell, a mosaic, a librarian. The usual."
		Roger says, "obtusely, I've never actually played it, although I've read and referred to the source code quite a bit"
		DavidW says, "FIND looks handy. You're not meant to get lost."
		Jacqueline says, "I'm thinking that, while we're not novices, NOVICE MODE ON is not a terrible idea."
		Jacqueline says, "Oh, except it slows the game. Hrm."
		Karona says, ".DavidW That's thoughtful."
		MoyTravis says, "I mean, I think it's fine? Computers these days are fast."
		DavidW says (to Karona), "This is an Emily Short game. She puts a lot of thoughtful stuff into her games."
		Jacqueline says, "Floyd is older than this game, Moy."
		Jacqueline says, "Though I guess its server is not."
		MoyTravis asks, "But, like, is the hardware?"
		Jacqueline says, "Sometimes Floyd does bog down, but we can just see how it goes."
Jacqueline pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Introduction to Bronze 		
CF | Instructions for Playing IF in General 		
CF | > Special Commands In Bronze 		
CF | Credits 		
CF | Contacting the Author 		
Jacqueline says (to ClubFloyd), "q" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | Drawbridge 		
CF | There is little enough purpose in loitering outside: He and his 		
CF | servants never come out here, and whatever you must do, you will have 		
CF | to do within. 		
CF | 		
CF | An iron-barred gate leads north. 		
CF | 		
CF | 		
CF | 		
CF | > 		Karona says, "DavidW, cool! We should keep an eye on this Emily. I have a feeling she is going places."
		DavidW says, "yeah, you can always turn it off later if you want to."
		Jacqueline says (to Karona), "hee"
Jacqueline says (to ClubFloyd), "novice mode on" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > NOVICE MODE ON 		
CF | 		
CF | Novice mode is now on. 		
CF | 		
CF | 		
CF | Some options to try (to play without guidance, type novice mode 		
CF | off): 		
CF | look 		
CF | examine (X) the castle, the moat, or 		
CF | yourself 		
CF | think about a specific room or object to get a clue 		
CF | help to see a more complete set of instructions 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are nontrivially the worse for your journey -- hungry, dirty, and 		
CF | tired. But all that can be seen to later. 		
CF | 		
CF | 		
CF | Some options to try (to play without guidance, type novice mode 		
CF | off): 		
CF | look 		
CF | examine (X) the moat or the castle 		
CF | think about a specific room or object to get a clue 		
CF | help to see a more complete set of instructions 		
CF | 		
CF | > 		Jacqueline says, "Okay, I already hate novice mode."
		MoyTravis says, "Yeah it's a bit much."
		Jacqueline says, "It would be fine if we weren't seeing the italics tags."
Jacqueline says (to ClubFloyd), "novice mode off." 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > NOVICE MODE OFF. 		
CF | 		
CF | Novice mode is now off. You may still consult HELP at any time, or use 		
CF | THINK ABOUT specific puzzles. 		
CF | 		
CF | > 		Jacqueline says, "And I can't imaging that was fun on a screen reader."
		Jacqueline says, "Though - oh, wait, I guess the screen reader skips those tags."
		Jacqueline says, "In theory."
		Karona exclaims, "Jacq, oy!"
		Jacqueline asks, "Oy?"
		Jacqueline asks (of Karona), "Did it read them all out to you? A bunch of italics tags?"
		Karona says, "Just imagining that with a screenreader."
		Karona says, "No, I have yet to find a decent screenreader for Ubuntu."
		Jacqueline says, "Oh, I did type imagine wrong. I always seem to do that."
		Jacqueline says (to Karona), "Oh. Darn."
		Jacqueline exclaims, "Anyway, let's go!"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > L 		
CF | 		
CF | Drawbridge 		
CF | There is little enough purpose in loitering outside: He and his 		
CF | servants never come out here, and whatever you must do, you will have 		
CF | to do within. 		
CF | 		
CF | An iron-barred gate leads north. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x moat" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > X MOAT 		
CF | 		
CF | The moat is full of slightly oily brown water. If you had been 		
CF | physically imprisoned, you might have tried to swim across; so it is 		
CF | just as well that you were not. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x gate" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > X GATE 		
CF | 		
CF | It is closed and unlocked. 		
CF | 		
CF | > 		Knight_Otu says, "I do not want to know what's in the water."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 1/55 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, brown water is generally not great."
		Jacqueline asks, "Shall we go north?"
		Knight_Otu says, "Yeah."
		Jacqueline says, "I was going to wait for a second person but it's quiet, so..."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 2/55 SW S 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the iron-barred gate) 		
CF | You shouldn't be able to open it, heavy as it is, but it swings aside 		
CF | lightly at your touch. The Beast said that it knows friend from enemy; 		
CF | and the castle, at least, still regards you as friend. 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace, and no one is waiting for you 		
CF | here; the air is very cold. Over the gate, the old familiar warning 		
CF | sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. Somewhere in this maze, he 		
CF | waits; and he should be told as soon as possible that you did return. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read sign" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 2/55 SW S 		
CF | 		
CF | > READ SIGN 		
CF | 		
CF | You read: Those who seek to leave the castle depart at peril of 		
CF | their lives and souls, unless another servant be provided in exchange, 		
CF | or a fixed term of absence be granted by their master. 		
CF | 		
CF | > 		Knight_Otu says, "Oh dear."
		DavidW says, "This is based on Beauty and the Beast, y'know."
		Jacqueline asks, "I forget. What was the original premise under which Belle comes to the castle?"
		DavidW says, "The story, not the cartoon."
		Jacqueline asks, "Shall we see if he is in the courtyard?"
		Knight_Otu says, "So I read. Of course, Emily may have changed things up."
		DavidW says, "Her father picked a rose from the Beast's garden, and in exchange for the rose, the father was forced to bring his daughter who asked for it here."
		Jacqueline says, "Harsh"
		DavidW says, "Yes, there's many many details in this version not from the original story."
Jacqueline says (to ClubFloyd), "x fireplace" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 2/55 SW S 		
CF | 		
CF | > X FIREPLACE 		
CF | 		
CF | Unlit, vacant. It is almost as though you are not expected. 		
CF | 		
CF | > 		Jacqueline asks, "Courtyard?"
		DavidW says, "Also, she's the youngest daughter of three daughters, if that matters."
		Knight_Otu says, "Sure, courtyard."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 3/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Central Courtyard 		
CF | Open to a grey sky, from which a light rain falls. You have never seen 		
CF | the courtyard otherwise: it rains in every season, winter or summer, 		
CF | no matter what lies beyond the moat. 		
CF | 		
CF | It was here that you first laid eyes on the Beast: emerging from the 		
CF | State Rooms, snarling. He seemed angry at you for coming, even though 		
CF | you had had no choice. Or perhaps (you thought) he was simply violent. 		
CF | You did not run. 		
CF | 		
CF | The castle proper opens both north and south, and to the east a 		
CF | helical staircase ascends to the roof. 		
CF | 		
CF | > 		Knight_Otu says, "(I read that asa a hectical staircase.)"
		MoyTravis asks, "Did we x ourselves?"
		Knight_Otu says, "We did."
Jacqueline says (to ClubFloyd), "x garden" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 3/55 S 		
CF | 		
CF | > X GARDEN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis says, "Oh, right, that was when we had novice mode on."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 3/55 S 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are nontrivially the worse for your journey -- hungry, dirty, and 		
CF | tired. But all that can be seen to later. 		
CF | 		
CF | > 		Jacqueline says, "Huh. I guess I imagined the courtyard had a garden."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 3/55 S 		
CF | 		
CF | > U 		
CF | 		
CF | From here, you can head north, south, and east. 		
CF | 		
CF | > 		Jacqueline says, "Oh, gotta go east."
		Jacqueline says, "I was wondering if we go to the roof we might get a good view."
		DavidW says, "There might be gardens. I don't remember for sure. Except for a bench. I stupidly remember a bench."
		Knight_Otu says, "We might."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 4/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Ground Floor Helical Staircase 		
CF | The steps rise from here towards the upper rooms, and open out onto 		
CF | the bare courtyard. 		
CF | 		
CF | An obscene gargoyle sits where the finial of the banister should be. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "gargoyle" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 4/55 		
CF | 		
CF | > GARGOYLE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x gargoyle" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 4/55 		
CF | 		
CF | > X GARGOYLE 		
CF | 		
CF | He came up while you were bent over the gargoyle, trying to lift it. 		
CF | "Taking that back to your room?" he asked slyly. "It won't work, but 		
CF | if you're lacking companionship I could find an appropriate servant to 		
CF | see to your needs." 		
CF | 		
CF | You felt yourself blush. "It's ugly," you said. "I wanted to move it." 		
CF | 		
CF | "Oh. You can't." He frowned at it. "It is a remnant, left here by an 		
CF | angry soul who managed to take some revenge despite his enslavement. 		
CF | There are a few others around, mostly in the crypt. They're immovable, 		
CF | but harmless." 		
CF | 		
CF | You reacquaint yourself with its appearance: Not too large, but 		
CF | stunningly ugly: a stone about the size of an apple, carved into a 		
CF | monster with outsized ears and eyes -- not to mention outsized 		
CF | attributes elsewhere. 		
CF | 		
CF | > 		Knight_Otu says, "Geez."
		Jacqueline says, "I just had a massive computer issue that's going to require a reboot. I won't be long, though."
		MoyTravis says, "Unfortunate. Well, game isn't going anywhere."
		Jacqueline says, "Oh, wait. Perhaps not."
		DavidW) Gargie sings, "I'm too sexy for my loincloth, too sexy by faaar"
		Jacqueline says, "That was painful (literally, noise blasting in my ears with no way to make it stop... then it just stopped)."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Upstairs Helical Staircase 		
CF ] Apartments . E 		
CF ] Rooms searched: 5/55 D 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Upstairs Helical Staircase 		
CF | In this spot, you fell and almost broke your leg -- or some other more 		
CF | valuable part of you -- except that He caught you. 		
CF | 		
CF | But you are alone now, and therefore cautious. 		
CF | 		
CF | > 		Roger says, "this is the more-traditional sort that served as a downspout, I owuld suspect"
		Roger says, "accept your lord and saviour, The Beast"
		Knight_Otu says, "I'm going to claim the gargoyle just has an outsized belly."
		Jacqueline asks, "He. Uppercase, as if to deify?"
		DavidW says, "hm. Not sure."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 6/55 SW S SE 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby a heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x table" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 6/55 SW S SE 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | The appearance of the bentwood table has not changed significantly 		
CF | since you left. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x puzzle" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 6/55 SW S SE 		
CF | 		
CF | > X PUZZLE 		
CF | 		
CF | His latest offering: he brings you all the most innocent toys he can 		
CF | find, to occupy your time and make you less miserable. This one is 		
CF | nearly finished, missing only one piece that neither of you could ever 		
CF | find. 		
CF | 		
CF | > 		Knight_Otu says, "We need a jigsaw to cut out that last piece, clearly."
		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 7/55 S 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Crystal Bedroom 		
CF | A fantasia of gleaming and glittering, chandeliers and mirrors: all 		
CF | that shines or reflects has been moved here, into this room that you 		
CF | inhabit, which he never enters. 		
CF | 		
CF | The south end of the room is most dazzling, because of the daylight 		
CF | from the balcony. 		
CF | 		
CF | > 		Jacqueline says, "This sounds... horrible."
		DavidW asks, "And use a giant slingshot to get the piece through the window?"
		Knight_Otu says, "Yes, yes to both of you."
Jacqueline says (to ClubFloyd), "x mirrors" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 7/55 S 		
CF | 		
CF | > X MIRRORS 		
CF | 		
CF | You learned, long ago, that the mirrors would keep him away; and then, 		
CF | when you had less need to keep him at bay, you kept them anyway, so as 		
CF | not to disturb him by returning them to the rest of the palace. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look in mirror" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 7/55 S 		
CF | 		
CF | > LOOK IN MIRROR 		
CF | 		
CF | You look and see yourself, scratched and dirty from the long journey; 		
CF | and remember... 		
CF | 		
CF | He stood in the doorway, amused. "You look displeased." 		
CF | 		
CF | You, holding wide brocaded skirts. "They're very rich and very 		
CF | beautiful and much too fancy for me." 		
CF | 		
CF | "And?" 		
CF | 		
CF | "And--" You glanced down at them. "And they would have been out of 		
CF | fashion on my grandmother!" 		
CF | 		
CF | "Which is the last time the servants had a chance to practice making 		
CF | gowns," he said. "Do you mind? There is no one to see you but me, and 		
CF | I assure you that my knowledge of current Parisian fashion is 		
CF | nonexistent..." 		
CF | 		
CF | > 		Knight_Otu says, "Is there even a bed in this bedroom, or is it just shiny glitter."
		MoyTravis asks, "...lady couldn't you, like, dump them in a storeroom or something, instead of living in a bedroom entirely of mirrors?"
		Karona exclaims, "Who needs sleep when you have shiny glitter?!"
		Roger says, "shall I dress myself then like some common maid"
Jacqueline says (to ClubFloyd), "x bed" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 7/55 S 		
CF | 		
CF | > X BED 		
CF | 		
CF | Unrumpled: the service keeps them neat and tidy. 		
CF | 		
CF | > 		Jacqueline says, "THERE IS A BED"
		Knight_Otu says, "Well that's a bit of relief."
Jacqueline says (to ClubFloyd), "look out window" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 7/55 S 		
CF | 		
CF | > LOOK OUT WINDOW 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "rather heavily-reinforced"
		Jacqueline says, "But no window."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 7/55 S 		
CF | 		
CF | > L 		
CF | 		
CF | Crystal Bedroom 		
CF | A fantasia of gleaming and glittering, chandeliers and mirrors: all 		
CF | that shines or reflects has been moved here, into this room that you 		
CF | inhabit, which he never enters. 		
CF | 		
CF | The south end of the room is most dazzling, because of the daylight 		
CF | from the balcony. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x chandelier" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 7/55 S 		
CF | 		
CF | > X CHANDELIER 		
CF | 		
CF | You learned, long ago, that the mirrors would keep him away; and then, 		
CF | when you had less need to keep him at bay, you kept them anyway, so as 		
CF | not to disturb him by returning them to the rest of the palace. 		
CF | 		
CF | > 		Jacqueline says, "Oh, there is no window because there is a balcony."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Gilded Balcony N 		
CF ] Apartments . 		
CF ] Rooms searched: 8/55 		
CF | 		
CF | > S 		
CF | 		
CF | You step out into the rain. 		
CF | 		
CF | Gilded Balcony 		
CF | A ridiculous filigreed balcony that is like nothing so much as a 		
CF | birdcage: and from here you can see all the way across the moat, 		
CF | across the forest, the plain, to the edge of the sea, only by staring 		
CF | long enough in any direction. 		
CF | 		
CF | When you first came here, the balcony was full of plants in pots: 		
CF | poison oak, nettles, nightshade, datura. "They grow best here," he 		
CF | explained. "Don't touch them." And he took them away, and you have 		
CF | never seen them again since. 		
CF | 		
CF | > 		DavidW says, "When we finally tell the Beast we've returned, I vote to change out of our walking shoes for more comfy slippers and ask the 'service' for some tea."
		Knight_Otu exclaims, "He must have killed those poor plants!"
Jacqueline says (to ClubFloyd), "think about mirrors" 		
CF ] Gilded Balcony N 		
CF ] Apartments . 		
CF ] Rooms searched: 8/55 		
CF | 		
CF | > THINK ABOUT MIRRORS 		
CF | 		
CF | You can't think of anything further on the topic. 		
CF | 		
CF | > 		MoyTravis says, "Weird taste in plotted plants but if you're big into the emo thing sure."
		Jacqueline says (to DW), "I agree. Tea is always good."
		Roger says, "we should at least try singing"
Jacqueline says (to ClubFloyd), "sing" 		
CF ] Gilded Balcony N 		
CF ] Apartments . 		
CF ] Rooms searched: 8/55 		
CF | 		
CF | > SING 		
CF | 		
CF | You make a little noise, to cheer yourself. Then stop again, when you 		
CF | remember that it is a song he taught you. 		
CF | 		
CF | > 		Jacqueline says, "Aw"
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Gilded Balcony N 		
CF ] Apartments . 		
CF ] Rooms searched: 8/55 		
CF | 		
CF | > DANCE 		
CF | 		
CF | Despite all his lessons, you never did get the knack of it. 		
CF | 		
CF | > 		Jacqueline says, "Aw aw"
Jacqueline says (to ClubFloyd), "x sea" 		
CF ] Gilded Balcony N 		
CF ] Apartments . 		
CF ] Rooms searched: 8/55 		
CF | 		
CF | > X SEA 		
CF | 		
CF | If you look long enough, your vision expands until you can see the 		
CF | ocean, grey and clouded with storms, that took your father's 		
CF | livelihood and brought your family to ruin. 		
CF | 		
CF | > 		Jacqueline says, "This is chipper."
		Jacqueline says, "Good game for 2020-2021"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 8/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Crystal Bedroom 		
CF | A fantasia of gleaming and glittering, chandeliers and mirrors: all 		
CF | that shines or reflects has been moved here, into this room that you 		
CF | inhabit, which he never enters. 		
CF | 		
CF | The south end of the room is most dazzling, because of the daylight 		
CF | from the balcony. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 8/55 SW S SE 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby a heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "think about puzzle" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 8/55 SW S SE 		
CF | 		
CF | > THINK ABOUT PUZZLE 		
CF | 		
CF | You're missing an object that might be useful to resolving this 		
CF | problem. 		
CF | 		
CF | Shall I go on? > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 8/55 SW S SE 		
CF | 		
CF | > N 		
CF | 		
CF | > 		Jacqueline asks, "So, shall I pick a random direction other than north or south?"
		Roger says, "sure"
		MoyTravis asks, "So..."think about" is hints?"
		MoyTravis says, "Sure."
		Jacqueline says, "It's background, but sometimes also hints, yet."
		DavidW says, "Think about is hints, yes."
		Knight_Otu says, "Yeah, in this game it's hins."
		Jacqueline says, "er, yes"
		Knight_Otu says, "*hints"
		Jacqueline | THINK ABOUT {any object} will provide extra information and sometimes context-sensitive hints, depending on what you have done so far.
		DavidW says, "You'll probably want to explore as much as you can. ROOMS and OBJECTS can remind you what you've seen so far."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 9/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Guest Bedroom 		
CF | Made up for the reception of a guest who will never arrive again. A 		
CF | tapestry recalls the story. 		
CF | 		
CF | Still here at the center of the room is the stool you and the Beast 		
CF | used, the time he tried to teach you to dance -- not a great success, 		
CF | but more effective than the experiment with stilts. 		
CF | 		
CF | > 		Jacqueline says, "I'm glad the game has the ROOMS command and GO TO because I am the worst person for remembering a layout, and I am not mapping."
		Knight_Otu says, "I can't imagine that dancing on a stool is particularly healthy or productive."
		DavidW says, "The stool might be useful for reaching something on a high shelf, I bet. Or milking a cow, except I dont remember any cows in this game."
		Karona says, "I wish more games didn't require me to map."
		Jacqueline says, "As I started reading that paragraph about the stool... before she got to the part about dancing... I read 'the stool you and the Beast used' and I had a weird Disney/Ghost mashup in my head."
		Jacqueline says, "Like, Belle and the Beast, like Demi Moore and Patrick Swayze."
		Jacqueline says, "Just wanted to share that with you all."
		DavidW asks, "makin' pottery?"
		Karona laughs!
		Knight_Otu asks, "Ghost pottery?"
		Jacqueline says (to DW), "Yes. Makin' the ghost pottery."
Jacqueline says (to ClubFloyd), "x stool" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 9/55 		
CF | 		
CF | > X STOOL 		
CF | 		
CF | An ordinary three-legged stool, like the one your cat at home liked to 		
CF | sleep on. 		
CF | 		
CF | > 		Jacqueline asks, "Aw man. We left our CAT behind?"
		Jacqueline says, "I hate this game."
		Knight_Otu says, "--:("
		DavidW says, "I's like to see fan art of B&B pottery-makin'."
		Jacqueline says (to DW), "hahaha"
Jacqueline says (to ClubFloyd), "x tapestry" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 9/55 		
CF | 		
CF | > X TAPESTRY 		
CF | 		
CF | It is hard to make out the story from the faded threads, but it 		
CF | appears to show a very small man, almost a dwarf, who holds on a 		
CF | leading string a very large demon, almost a god. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x demon" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 9/55 		
CF | 		
CF | > X DEMON 		
CF | 		
CF | It is hard to make out the story from the faded threads, but it 		
CF | appears to show a very small man, almost a dwarf, who holds on a 		
CF | leading string a very large demon, almost a god. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		Jacqueline asks, "Anything else before I go across the hall?"
		Knight_Otu asks, "Is there a bed here?"
DavidW says (to ClubFloyd), "look behind tapestry" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 9/55 		
CF | 		
CF | > LOOK BEHIND TAPESTRY 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x bed" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 9/55 		
CF | 		
CF | > X BED 		
CF | 		
CF | Unrumpled: the service keeps them neat and tidy. 		
CF | 		
CF | > 		Knight_Otu says, "There is."
		DavidW says, "I'm good"
		Knight_Otu says, "Thanks."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 9/55 SW S SE 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby a heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Upstairs Helical Staircase 		
CF ] Apartments . E 		
CF ] Rooms searched: 9/55 D 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Upstairs Helical Staircase 		
CF | A dizzying prospect, the spiral of steps down to the ground. 		
CF | 		
CF | > 		Jacqueline says, "Oh. Oops."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 9/55 SW S SE 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby a heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 10/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Empty Bedroom 		
CF | Like a monk's chamber compared to every other part of the palace, just 		
CF | bare walls now. Here your father stayed, when he made his ill-fated 		
CF | journey to the castle. The Beast told you this, on your first visit. 		
CF | 		
CF | On the wall, as a curio, hangs an open shackle -- sign of the only 		
CF | person ever to have escaped the power of this place. 		
CF | 		
CF | > 		Knight_Otu says, "No worries."
		Jacqueline says, "So, again: this is chipper."
Jacqueline says (to ClubFloyd), "x shackle" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 10/55 		
CF | 		
CF | > X SHACKLE 		
CF | 		
CF | Your father claims to have been chained up, but the Beast never made 		
CF | the least effort to restrain you with chains or bars. On the 		
CF | contrary-- but that remains a puzzle. 		
CF | 		
CF | You reacquaint yourself with its appearance: A curious object, a 		
CF | broken shackle. Nowhere else in the castle are there any chains or 		
CF | ropes or devices of torture; there has never been a need for such 		
CF | physical coercion... 		
CF | 		
CF | > 		DavidW says, "I think the Beast does chain the father in the original story."
Jacqueline says (to ClubFloyd), "x bed" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 10/55 		
CF | 		
CF | > X BED 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Daaad, you have some explaining to do."
Jacqueline says (to ClubFloyd), "hw" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 10/55 		
CF | 		
CF | > HW 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 10/55 SW S SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby a heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Green Bedroom NE 		
CF ] Apartments . 		
CF ] Rooms searched: 11/55 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Green Bedroom 		
CF | Having more personality than most of the bedrooms, it was decorated 		
CF | for someone specific and has been left that way: green and white, with 		
CF | a simple rustic cast unusual for the palace. 		
CF | 		
CF | The chief exception is the royal portrait on the wall. 		
CF | 		
CF | He's not upstairs, then: there's nowhere in these rooms he could have 		
CF | been hiding, no space large enough to conceal him. 		
CF | 		
CF | Perhaps he's downstairs somewhere, in the east wing. That would make 		
CF | sense. You find those rooms dreary and cold, but he spends time there 		
CF | when he wishes to be alone; perhaps... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x portrait" 		
CF ] Green Bedroom NE 		
CF ] Apartments . 		
CF ] Rooms searched: 11/55 		
CF | 		
CF | > X PORTRAIT 		
CF | 		
CF | "That was me," he told you. "Before I was changed. Do you think I was 		
CF | handsome?" 		
CF | 		
CF | You shrugged. Handsome, yes, but proud, selfish, resentful, perhaps 		
CF | cruel. "The painter did not do justice to your personality," you 		
CF | replied. 		
CF | 		
CF | "You're wrong," he said. "And I put the painting here to punish the 		
CF | woman who slept here. She treated me with justice, and I could not 		
CF | forgive her." 		
CF | 		
CF | He refused to tell you the rest. "You like me more than you should, 		
CF | and trust me less," he said. "If I told you the rest of this 		
CF | particular story, you would neither trust nor like. There, that's a 		
CF | warning for you." 		
CF | 		
CF | You reacquaint yourself with its appearance: A portrait of a young, 		
CF | arrogant king: not a prince, but one who inherited early and used his 		
CF | power from the beginning. He stares out with bitterness, perhaps even 		
CF | resentment. 		
CF | 		
CF | > 		Jacqueline says, "La la la. Happy times."
		Jacqueline asks, "NE?"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 11/55 SW S SE 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby a heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		Jacqueline asks, "What was north?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 11/55 SW S SE 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the heavy door) 		
CF | You get far enough to glimpse an open heavy door before being 		
CF | overcome: you reel back from a smell of roses and death, so powerful 		
CF | that you can't go forward. Until there's a breeze through here, you 		
CF | won't be able to stand being in the place. 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby an open heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		DavidW asks, "The overpowering rose room, I guess?"
		Jacqueline says, "apparently"
		Jacqueline says, "The game made it sound as if we'd explored this whole area, but yeah, we hadn't gone in there. And can't yet, apparently."
		Knight_Otu says, "Yeah."
		Jacqueline asks, "Okay, so now back down the stairs, hoping we don't break a leg?"
		DavidW says, "For a wind, I guess you'll need a fan or a big bad wolf that blows or something."
		Roger says, "my guess is a window to be opened"
		Jacqueline says (to DW), "That's it. I'm sure it's a Big Bad Wolf. Totally."
		DavidW says (to Roger), "oh, right, that's possible too."
		Roger says, "or maybe a nosegay; that'd be traditional"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Upstairs Helical Staircase 		
CF ] Apartments . E 		
CF ] Rooms searched: 11/55 D 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Upstairs Helical Staircase 		
CF | A dizzying prospect, the spiral of steps down to the ground. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 11/55 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Ground Floor Helical Staircase 		
CF | The steps rise from here towards the upper rooms, and open out onto 		
CF | the bare courtyard. 		
CF | 		
CF | An obscene gargoyle sits where the finial of the banister should be. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, a balccony should let some air in."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 11/55 S 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Central Courtyard 		
CF | Open to a grey sky, from which a light rain falls. You have never seen 		
CF | the courtyard otherwise: it rains in every season, winter or summer, 		
CF | no matter what lies beyond the moat. 		
CF | 		
CF | The castle proper opens both north and south, and to the east a 		
CF | helical staircase ascends to the roof. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 11/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | You find your way blocked by a phantom guard. Somewhere nearby you 		
CF | hear chimes. 		
CF | 		
CF | As soon as you back up, he disperses into smoke again. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Jacqueline says, "So. Not that way."
		Knight_Otu says, "Phantom guard didn't get the memo that we're friends."
		Roger says, "la f^antome"
		DavidW asks, "Maybe that's the dining room and we're not dressed for dinner?"
		Jacqueline says, "Apparently not. ...apparitionally not? Nah, too extended for a good joke."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 11/55 SW S 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. Somewhere in this maze, he 		
CF | waits; and he should be told as soon as possible that you did return. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		Knight_Otu says, "Tom's not a phan of us."
		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Guard Tower NE 		
CF ] Main Castle . 		
CF ] Rooms searched: 12/55 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Guard Tower 		
CF | A round tower offering protection to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Guard Tower NE 		
CF ] Main Castle . 		
CF ] Rooms searched: 12/55 		
CF | 		
CF | > L 		
CF | 		
CF | Guard Tower 		
CF | A round tower offering protection to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "think about here" 		
CF ] Guard Tower NE 		
CF ] Main Castle . 		
CF ] Rooms searched: 12/55 		
CF | 		
CF | > THINK ABOUT HERE 		
CF | 		
CF | Sorry, there is nothing to say about that. 		
CF | 		
CF | > 		Jacqueline says, "Okay."
		Knight_Otu says, "A very detailed room."
		Jacqueline says, "Very."
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 12/55 SW S 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. Somewhere in this maze, he 		
CF | waits; and he should be told as soon as possible that you did return. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Scarlet Gallery NE 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 13/55 SE 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Scarlet Gallery 		
CF | You do not often come this way, into the older part of the castle, 		
CF | which is narrow and has a low roof. The walls, and the ceiling too, 		
CF | are deep scarlet, the color of the old king and queen that ruled here 		
CF | two hundred fifty years ago, when there was still a kingdom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 14/55 SW 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Treasure Room 		
CF | Locked in an iron cage are the house treasures not in use: the 		
CF | collection consists of a sceptre, a puzzle piece, and a pair of cloven 		
CF | shoes, at present -- he showed them to you one rainy day, telling you 		
CF | their many histories. 		
CF | 		
CF | Nearby a small door leads east. 		
CF | 		
CF | > 		Jacqueline asks, "A puzzle piece, eh?"
		Jacqueline says, "I totally read that as 'a pair of clown shoes'"
		Jacqueline says, "It was rather jarring"
		Roger says, "heh"
Jacqueline says (to ClubFloyd), "x sceptre" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 14/55 SW 		
CF | 		
CF | > X SCEPTRE 		
CF | 		
CF | Formerly belonging to Queen Ingratitudina the First (so he said), only 		
CF | slightly bent where she used it to strike King Cophetua. 		
CF | 		
CF | You reacquaint yourself with its appearance: Studded with measly 		
CF | turquoises and semi-precious stones. 		
CF | 		
CF | > 		Knight_Otu asks, "And you two never found that puzzle piece?"
		DavidW says, "I did play an IF game not long ago that had clown shoes."
Jacqueline says (to ClubFloyd), "x puzzle piece" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 14/55 SW 		
CF | 		
CF | > X PUZZLE PIECE 		
CF | 		
CF | Something shiny has been painted on the piece. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x shoes" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 14/55 SW 		
CF | 		
CF | > X SHOES 		
CF | 		
CF | Made for something with cloven hoofs. They bear evidence of having 		
CF | been adjusted to their current size by a shoemaker, and perhaps 		
CF | (therefore) could be again. 		
CF | 		
CF | > 		Jacqueline asks, "Could be... what? Adjusted again?"
		Knight_Otu says, "Sounds like it."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 14/55 SW 		
CF | 		
CF | > L 		
CF | 		
CF | Treasure Room 		
CF | Locked in an iron cage are the house treasures not in use: the 		
CF | collection consists of a sceptre, a puzzle piece, and a pair of cloven 		
CF | shoes, at present -- he showed them to you one rainy day, telling you 		
CF | their many histories. 		
CF | 		
CF | Nearby a small door leads east. 		
CF | 		
CF | > 		DavidW says, "The shoes could be resized again."
		Knight_Otu says, "Of course, where would we find a shoemaker in an ancient castle."
		Jacqueline asks, "E?"
		Knight_Otu says, "Sure."
		Jacqueline says (to Knight), "Maybe there is a ghost shoe maker."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 14/55 SW 		
CF | 		
CF | > E 		
CF | 		
CF | (first opening the small door) 		
CF | (first unlocking the small door) 		
CF | You lack a key that fits the small door. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe."
		Jacqueline says, "Or not."
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Scarlet Gallery NE 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 14/55 SE 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Scarlet Gallery 		
CF | You do not often come this way, into the older part of the castle, 		
CF | which is narrow and has a low roof. The walls, and the ceiling too, 		
CF | are deep scarlet, the color of the old king and queen that ruled here 		
CF | two hundred fifty years ago, when there was still a kingdom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 15/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Gallery of Historical Paintings 		
CF | Here on the north wall and the south are paintings of historical 		
CF | events from times past: the assassination of King Elzibad in 1248; the 		
CF | arrival of Princess Lucrezia from the Italian State of Medici-Credenza 		
CF | in 1545. 		
CF | 		
CF | The gallery goes on, echoing, both east and west. 		
CF | 		
CF | > 		DavidW says, "Maybe the cobbler is hiding behind the peaches in the pantry."
Jacqueline says (to ClubFloyd), "x king" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 15/55 		
CF | 		
CF | > X KING 		
CF | 		
CF | You see his pointy-slippered attendants wringing their hands, his wife 		
CF | wiping her eyes on an ermine muff, peasants grieving. 		
CF | 		
CF | Of Elzibad himself, there is only a pair of blackened feet, sticking 		
CF | out from under the elephant. 		
CF | 		
CF | > 		Jacqueline says, "haha"
		Knight_Otu says, "..."
		Jacqueline says, "I mean, um, tragic."
Jacqueline says (to ClubFloyd), "princess" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 15/55 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		MoyTravis says, "F."
		Knight_Otu says, "That was unexpected."
Jacqueline says (to ClubFloyd), "x princess" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 15/55 		
CF | 		
CF | > X PRINCESS 		
CF | 		
CF | Lucrezia wears silk the pale blue of the morning sky, and her eyes are 		
CF | little currants of malice. 		
CF | 		
CF | > 		Jacqueline says (to Moy), "ha"
		Jacqueline says, "Her eyes are little currants of malice. Cheerful."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 16/55 D 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Room with the Labyrinth Floor 		
CF | A mosaic floor of black and white, like that of cathedrals, as 		
CF | protection against the spite of the undead: which protection might 		
CF | often have been needed, by those that dwelt here in former times. The 		
CF | way down is at the center of the maze. 		
CF | 		
CF | > 		DavidW says, "oh, the mosaic. I knew there was at least one."
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 | %% Critical error. 		
CF | %% Message: stream_open_file: unable to open file. 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 16/55 D 		
CF | Save failed. 		
CF | 		
CF | > 		Jacqueline says, "huh"
		Knight_Otu says, "Uh."
Jacqueline says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		MoyTravis says, "Hmm."
Jacqueline says (to ClubFloyd), "bronze1" 		
CF | %% Critical error. 		
CF | %% Message: stream_open_file: unable to open file. 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 16/55 D 		
CF | Save failed. 		
CF | 		
CF | > 		Jacqueline says, "NO SAVE FOR US"
		DavidW says, "Maybe the save directory is full."
		Jacqueline says, "I doubt it."
		Jacqueline says, "But it's fine."
Jacqueline says (to ClubFloyd), "d" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 16/55 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | Though a dim light filters down from the room with the labyrinth 		
CF | floor, you can see almost nothing of the contents of your current 		
CF | location. 		
CF | 		
CF | > 		Knight_Otu says, "Better hope the game rates as nice."
		DavidW says, "Not like there's any way to check."
		Jacqueline says (to DW), "There is - one of us could go to the Toyshop and try the save."
		Jacqueline says, "On a different game."
		Jacqueline says, "It's the same drive."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 16/55 D 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Room with the Labyrinth Floor 		
CF | A mosaic floor of black and white, like that of cathedrals, as 		
CF | protection against the spite of the undead: which protection might 		
CF | often have been needed, by those that dwelt here in former times. The 		
CF | way down is at the center of the maze. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 16/55 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Gallery of Historical Paintings 		
CF | Here on the north wall and the south are paintings of historical 		
CF | events from times past: the assassination of King Elzibad in 1248; the 		
CF | arrival of Princess Lucrezia from the Italian State of Medici-Credenza 		
CF | in 1545. 		
CF | 		
CF | The gallery goes on, echoing, both east and west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Scarlet Gallery NE 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 16/55 SE 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Scarlet Gallery 		
CF | You do not often come this way, into the older part of the castle, 		
CF | which is narrow and has a low roof. The walls, and the ceiling too, 		
CF | are deep scarlet, the color of the old king and queen that ruled here 		
CF | two hundred fifty years ago, when there was still a kingdom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] Scarlet Tower NW 		
CF ] Old Castle . 		
CF ] Rooms searched: 17/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Scarlet Tower 		
CF | A little hexagonal room, from whose narrow window you can see the 		
CF | moat, the lawn, and the beginning of the forest outside. 		
CF | 		
CF | On the windowsill, a helmet waits, for the use of the sentry. 		
CF | 		
CF | He's not down here, then, in the east wing. 		
CF | 		
CF | There is still the chance that he's somewhere in the kitchen wing, 		
CF | west of the entrance hall. Maybe he got hungry. 		
CF | 		
CF | (He never liked to eat in the dining hall alone, and took it up only 		
CF | when you were around. But maybe he's gone there for some reason 		
CF | anyway?) 		
CF | 		
CF | > 		Jacqueline says, "So I am guessing that no matter where he is, he is always in the last place the player looks. Just a guess, but..."
Jacqueline says (to ClubFloyd), "x helmet" 		
CF ] Scarlet Tower NW 		
CF ] Old Castle . 		
CF ] Rooms searched: 17/55 		
CF | 		
CF | > X HELMET 		
CF | 		
CF | A very old helmet that you have seen the Beast wear (and quite foolish 		
CF | it looked, perched on a head it no longer fits: it would suit your 		
CF | head better). He told you once that the helmet was for night watchmen, 		
CF | scouts, and guards, to increase their vigilance and strengthen their 		
CF | hearing. 		
CF | 		
CF | Lines of writing arc over each ear, but you do not know the language 		
CF | in question. 		
CF | 		
CF | > 		Knight_Otu says, "I feel the protagonist is a little prone to jumping toconclusions about the beast's whereabouts."
		Jacqueline says (to KO), "Well, I think it's just meant to give backstory."
		Jacqueline says, "And a sense of her feeling about him."
		Knight_Otu says, "Probably, yes."
Jacqueline says (to ClubFloyd), "x writing" 		
CF ] Scarlet Tower NW 		
CF ] Old Castle . 		
CF ] Rooms searched: 17/55 		
CF | 		
CF | > X WRITING 		
CF | 		
CF | A very old helmet that you have seen the Beast wear (and quite foolish 		
CF | it looked, perched on a head it no longer fits: it would suit your 		
CF | head better). He told you once that the helmet was for night watchmen, 		
CF | scouts, and guards, to increase their vigilance and strengthen their 		
CF | hearing. 		
CF | 		
CF | Lines of writing arc over each ear, but you do not know the language 		
CF | in question. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Scarlet Tower NW 		
CF ] Old Castle . 		
CF ] Rooms searched: 17/55 		
CF | 		
CF | > L 		
CF | 		
CF | Scarlet Tower 		
CF | A little hexagonal room, from whose narrow window you can see the 		
CF | moat, the lawn, and the beginning of the forest outside. 		
CF | 		
CF | On the windowsill, a helmet waits, for the use of the sentry. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look through window" 		
CF ] Scarlet Tower NW 		
CF ] Old Castle . 		
CF ] Rooms searched: 17/55 		
CF | 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | Beyond a short stretch of clear ground, the forest grows thick and 		
CF | uninhabited for many miles. 		
CF | 		
CF | > 		Knight_Otu says, "But I mean, he could lie dead in the rose room, or lurking in the darkness for some reason."
		DavidW says, "The helmet is probably useful somewhere."
		Knight_Otu says, "Yeah."
		Jacqueline says, "We haven't been taking things. I guess this is a thing we could take."
Jacqueline says (to ClubFloyd), "take helmet" 		
CF ] Scarlet Tower NW 		
CF ] Old Castle . 		
CF ] Rooms searched: 17/55 		
CF | 		
CF | > TAKE HELMET 		
CF | 		
CF | You acquire the helmet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Scarlet Gallery NE 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 17/55 SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Scarlet Gallery 		
CF | You do not often come this way, into the older part of the castle, 		
CF | which is narrow and has a low roof. The walls, and the ceiling too, 		
CF | are deep scarlet, the color of the old king and queen that ruled here 		
CF | two hundred fifty years ago, when there was still a kingdom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] Scarlet Tower NW 		
CF ] Old Castle . 		
CF ] Rooms searched: 17/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Scarlet Tower 		
CF | A little hexagonal room, from whose narrow window you can see the 		
CF | moat, the lawn, and the beginning of the forest outside. 		
CF | 		
CF | > 		DavidW says, "When we're finished exploring, we could try putting the puzzle piece in the jigsaw puzzle."
		Jacqueline says, "oops. We're done here. I forgot."
		Jacqueline asks (of DW), "I don't think we can get the puzzle piece. It's locked up, isn't it?"
		Jacqueline says, "I mean, I didn't try..."
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Scarlet Gallery NE 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 17/55 SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Scarlet Gallery 		
CF | You do not often come this way, into the older part of the castle, 		
CF | which is narrow and has a low roof. The walls, and the ceiling too, 		
CF | are deep scarlet, the color of the old king and queen that ruled here 		
CF | two hundred fifty years ago, when there was still a kingdom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 17/55 SW 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Treasure Room 		
CF | Locked in an iron cage are the house treasures not in use: the 		
CF | collection consists of a sceptre, a puzzle piece, and a pair of cloven 		
CF | shoes, at present -- he showed them to you one rainy day, telling you 		
CF | their many histories. 		
CF | 		
CF | Nearby a small door leads east. 		
CF | 		
CF | > 		Knight_Otu says, "It sounded locked up."
Jacqueline says (to ClubFloyd), "take puzzle" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 17/55 SW 		
CF | 		
CF | > TAKE PUZZLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take puzzle piece" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 17/55 SW 		
CF | 		
CF | > TAKE PUZZLE PIECE 		
CF | 		
CF | The iron cage isn't open. 		
CF | 		
CF | > 		Jacqueline says, "yeah"
		DavidW says, "oh. I missed the locked up part."
DavidW says (to ClubFloyd), "find key" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 17/55 SW 		
CF | 		
CF | > FIND KEY 		
CF | 		
CF | The current problem cannot be fully dealt with until you have 		
CF | addressed another issue; further exploration is called for. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Scarlet Gallery NE 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 17/55 SE 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Scarlet Gallery 		
CF | You do not often come this way, into the older part of the castle, 		
CF | which is narrow and has a low roof. The walls, and the ceiling too, 		
CF | are deep scarlet, the color of the old king and queen that ruled here 		
CF | two hundred fifty years ago, when there was still a kingdom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 17/55 SW S 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. Somewhere in this maze, he 		
CF | waits; and he should be told as soon as possible that you did return. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Great Dining Hall 		
CF | Such a long hall that the soup might get cold between one end and the 		
CF | other. You and he used only the far west end, nearest the kitchen. 		
CF | Once you took to dining together at all, that is; the first few months 		
CF | he brought trays to your room, while you hid. 		
CF | 		
CF | But then you took to eating here; and at the end of every meal he 		
CF | would stand up formally and ask his question. 		
CF | 		
CF | "You can leave at any time," he said, when he first spoke to you. You 		
CF | stared at him, surprised that someone with his face and teeth was 		
CF | capable of human communication. "Would you like to go?" 		
CF | 		
CF | There are other memories, more recent, of course. Every glance around 		
CF | the room reminds you of a different one. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "I'm surprised you haven't gone home yet," he said very early in your 		
CF | stay. 		
CF | 		
CF | "I've heard stories," you replied. "As if there weren't enough to see 		
CF | around the castle. I know what happens to your servants who try to 		
CF | leave you." 		
CF | 		
CF | "Nothing bad would happen to you," he said. But you could not believe 		
CF | him, not with all the captured spirits, not with the stories, not with 		
CF | the evidence around the castle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "And now -- would you like to go home?" 		
CF | 		
CF | You bit your lip. It had been a pleasant conversation, up until now, 		
CF | when you are reminded: however nicely he may behave, he is still the 		
CF | king of a cursed line, and not to be trusted. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "I assure you," he added. "No harm will come to you if you do go." 		
CF | 		
CF | "I only have your word for that," you replied, looking stubbornly into 		
CF | your soupbowl. 		
CF | 		
CF | He sat. "I am unable to lie to you," he said. "It is one of the 		
CF | conditions placed upon us. We can only tell the truth." 		
CF | 		
CF | "And why should I believe that?" 		
CF | 		
CF | He raised his glass. "I'll try again tomorrow." 		
CF | 		
CF | > 		Jacqueline asks, "Upon... us?"
		Knight_Otu asks, "Royal we?"
		Jacqueline says, "Maybe."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "Were you ever married?" you asked, ignoring his question. 		
CF | 		
CF | "No." 		
CF | 		
CF | "Then you have no heirs?" 		
CF | 		
CF | "I have no legitimate sons," he replied. "But I certainly have an 		
CF | heir, somewhere. If I died, somewhere, someone would inherit all this, 		
CF | and the whole system would go on as before, the servants and the 		
CF | contracts. But don't worry: I have tried, and it turns out that I 		
CF | don't die easily." 		
CF | 		
CF | > 		DavidW says, "Or him and the servants, maybe"
		Knight_Otu says, "Well, royal us in this case."
		Knight_Otu says (to David), "or that."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "And you promise I would not regret it? Truthfully." 		
CF | 		
CF | He coughed. "I don't know your future. And -- since you ask I must 		
CF | answer -- I don't think much of your father, a man who would barter 		
CF | his daughter's service for his own, especially since he had 		
CF | unflattering ideas of what I would do with you." 		
CF | 		
CF | You sputtered. "Well of course you couldn't-- I mean, being an 		
CF | animal..." 		
CF | 		
CF | His teeth gleamed. "I assure you I could," he said. "But I won't." 		
CF | 		
CF | > 		Jacqueline says, "..."
		Knight_Otu says, "Did not need that image."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "I have become used to it here," you answered, surprising yourself. 		
CF | "There is plenty to read; there is the chessman, and games; and you 		
CF | are good company." He raised his glass with a half smile. "You'd 		
CF | rather stay here without me?" 		
CF | 		
CF | "No," he said. 		
CF | 		
CF | > 		Jacqueline says (to Knight_Otu), "Too late! You have the image now."
		MoyTravis says, "F."
		MoyTravis says, "I will post nothing but F, from here on out. That's my new rule."
		Knight_Otu says, ">DROP MENTAL IMAGE"
		Jacqueline says, "You can put that image right there along side the one of Belle & the Beast making pottery."
		Jacqueline says, "Also, just gonna drop this here:"
		Jacqueline | [LINK]
		Jacqueline says, "For your later viewing pleasure."
		Knight_Otu says, "Uh oh."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "I c-care for you," you said. "I am lonely without you, and you make 		
CF | me laugh, and you're nice..." 		
CF | 		
CF | "Stop," he said. "And remind me never to order the port again." 		
CF | 		
CF | He picked you up from your chair and your head rested on his shoulder. 		
CF | "But why can I not be in love... Oh, carry me carefully on the stairs: 		
CF | I feel sick!" 		
CF | 		
CF | "Simply, pet," he said, walking slowly up the steps. "What you offer I 		
CF | couldn't accept. In fact, I'm not sure what you are offering. Do you 		
CF | have some fantasy of marrying me? Being my mistress?" 		
CF | 		
CF | You could not think of the answer; there was no solution that was not 		
CF | absurd. He set you down carefully on the bed and went away. A moment 		
CF | later he came back, bright crimson bell in his left paw. "When you 		
CF | wake in the morning and are very ill, which you will be, ring this and 		
CF | the servants will bring a tonic appropriate to your condition." 		
CF | 		
CF | > 		Knight_Otu asks, "A bell for the belle?"
		DavidW says, "A crimson one."
		Jacqueline says, "A bell for the inebriated Belle"
		DavidW says, "I seem to remember more than one bell."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "For a visit, if you won't go to stay?" he asked. "We could arrange 		
CF | that too, if you liked." 		
CF | 		
CF | "And nothing bad would happen to anyone I cared about?" you demanded. 		
CF | 		
CF | "Nothing bad would happen to you or to your family. There would be no 		
CF | ill health and no spiritual repercussions." 		
CF | 		
CF | "You're leaving something out," you said, having gotten familiar with 		
CF | the precise way he speaks when hedging around a difficult fact. 		
CF | 		
CF | "It could be unpleasant for me," he replied, strained. "But you 		
CF | mustn't stay because of my feelings on the matter. Your family miss 		
CF | you, and I am the villain in this piece." 		
CF | 		
CF | > 		Knight_Otu says, "As was the royal color back in the day."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | "Don't mention the leaving thing once more," you said. "Or I will 		
CF | throw a glass at your head." 		
CF | 		
CF | He sighed. "You are as stubborn as you are honorable," he said. "No 		
CF | doubt the two are related." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | You allow yourself to remember another night, another request. 		
CF | 		
CF | After a long time: "You haven't asked me to leave in a while," you 		
CF | said. 		
CF | 		
CF | "Ah." He looked at his plate of food. "Of course you may go. I'm glad 		
CF | you believe my word about the effects, now." 		
CF | 		
CF | "I will go to visit my family," you say, stressing the word visit. "On 		
CF | condition that you tell me how to do it so that I will not harm you. 		
CF | If you won't do that, I don't go." 		
CF | 		
CF | He looked at you, his expression cloudy. "There is a very good reason 		
CF | why..." 		
CF | 		
CF | "Those are my terms." 		
CF | 		
CF | He sighed. "Very well," he said. "If your trip lasts fewer than seven 		
CF | days, it will have no effect on anything here." He looked down at his 		
CF | curled paw. "But if you don't come back -- and I imagine you won't -- 		
CF | I will forgive you." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 18/55 		
CF | 		
CF | > L 		
CF | 		
CF | Great Dining Hall 		
CF | Such a long hall that the soup might get cold between one end and the 		
CF | other. You and he used only the far west end, nearest the kitchen. 		
CF | Once you took to dining together at all, that is; the first few months 		
CF | he brought trays to your room, while you hid. 		
CF | 		
CF | But then you took to eating here; and at the end of every meal he 		
CF | would stand up formally and ask his question. 		
CF | 		
CF | > 		Jacqueline says, "Okay."
		Knight_Otu says, "That was quite the info dump."
		Jacqueline says, "Well done, though."
		Roger says, "forsooth, lady: what is thy problem"
		Knight_Otu says, "Yeah."
		Jacqueline says, "Shows how tortured the whole process was."
		Jacqueline says (to Roger), "I can see how you wooed Mrs. Carbol."
		Roger says, "not with cold soup I can tell you that"
		Jacqueline coughs.
Jacqueline says (to ClubFloyd), "w" 		
CF ] Enormous Kitchen N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 19/55 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Enormous Kitchen 		
CF | Haunted with the spirits of chefs past, generations and generations of 		
CF | culinary geniuses; one can never predict its whimsies. Unless he has 		
CF | moved everything, the bell to summon them into action should be in one 		
CF | of the rooms upstairs. 		
CF | 		
CF | > 		Jacqueline says, "I was hoping to find an animated tea pot in here."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 20/55 D S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Servant Quarters 		
CF | You've never come here before, and now you see why. Not a room 		
CF | friendly to visitors, it has the air of resentful, martyred suffering. 		
CF | Even His most unpleasant ancestors would not have grudged this place 		
CF | more paint, surely, and more straw for the beds. 		
CF | 		
CF | A decaying ladder leads down. 		
CF | 		
CF | So he's not among the kitchen things. 		
CF | 		
CF | He must have gone into one of the more... difficult portions of the 		
CF | castle. The state rooms, or the crypt. One of the places he knows you 		
CF | hate to visit alone. 		
CF | 		
CF | This does not bode well for his state of mind. (Will he be angry? It 		
CF | has been a long time since he was truly angry at you... But you cannot 		
CF | deal with that until you find him.) 		
CF | 		
CF | > 		MoyTravis says, "Doubt we'll find anything animate. Other than us, and the beast."
		Jacqueline says, "I'm going to do it. I'm going to go down the ladder."
Jacqueline says (to ClubFloyd), "d" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | Though a dim light filters down from the servant quarters, you can see 		
CF | almost nothing of the contents of your current location. You find 		
CF | yourself concentrating all the more alertly on your hearing, as though 		
CF | the slightest echo might offer a clue. 		
CF | 		
CF | You hear some dry sifting from the northeast. 		
CF | 		
CF | > 		Jacqueline asks, "...sifting?"
		Jacqueline asks, "Should I back out, or use my ears and potentially lose my life?"
		MoyTravis says, "You should sift your flour don't'cha know."
		Knight_Otu says, "No clue what it means in this context."
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | You hear some dry sifting from the immediate vicinity. 		
CF | 		
CF | > 		DavidW says, "Could be snakes, I suppose."
		Knight_Otu says, "I do think we want a light source. Oops."
		Jacqueline says, "I do too."
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You hear some dry sifting from the immediate vicinity. 		
CF | 		
CF | > 		DavidW says, "I think you want the helmet here."
Jacqueline says (to ClubFloyd), "wear helmet" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > WEAR HELMET 		
CF | 		
CF | You settle the helmet over your head, and there is a roaring in your 		
CF | ears at first. But then the sharpened hearing begins to feel natural 		
CF | again. 		
CF | 		
CF | > 		Jacqueline says, "Oh right"
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | Windchimes ring, muted, from the southeast. You can also make out your 		
CF | own steady breathing and some dry sifting from the immediate vicinity. 		
CF | 		
CF | > 		MoyTravis asks, "Does sifting have some meaning I'm unfamiliar with?"
		Jacqueline says, "I only know it as running something, like sand or flour or such, through a screen or sieve."
		DavidW says, "Something that sounds like sifting, I think."
		Roger says, "I think it's like a sands-through-the-hourglass sort of sound, yeah"
Jacqueline says (to ClubFloyd), "se" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, melodious, from the northeast, competing with some 		
CF | dry sifting from the northwest and an irregular dripping from the 		
CF | southeast. You can also make out your own steady breathing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, muted, from the northwest. You can also make out your 		
CF | own steady breathing and an irregular dripping from the immediate 		
CF | vicinity. 		
CF | 		
CF | > 		Jacqueline says, "I'm not sure there will ever be a light source."
Jacqueline says (to ClubFloyd), "listen to dripping" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > LISTEN TO DRIPPING 		
CF | 		
CF | Even your own breathing is magnified when you wear the helmet, so you 		
CF | must concentrate past it... 		
CF | 		
CF | The irregular dripping sounds like a leak. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe not. But I still want one."
		Jacqueline says, "Well, sure."
Jacqueline says (to ClubFloyd), "listen to leak" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > LISTEN TO LEAK 		
CF | 		
CF | Even your own breathing is magnified when you wear the helmet, so you 		
CF | must concentrate past it... 		
CF | 		
CF | The irregular dripping sounds like a leak. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, melodious, from the northeast, competing with some 		
CF | dry sifting from the northwest and an irregular dripping from the 		
CF | southeast. You can also make out your own steady breathing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, muted, from the southeast. You can also make out your 		
CF | own steady breathing and some dry sifting from the immediate vicinity. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen to sifting" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > LISTEN TO SIFTING 		
CF | 		
CF | Even your own breathing is magnified when you wear the helmet, so you 		
CF | must concentrate past it... 		
CF | 		
CF | The dry sifting sounds like some dust. 		
CF | 		
CF | > 		Knight_Otu asks, "TOUCH LEAK? Or something like that?"
Jacqueline says (to ClubFloyd), "touch dust" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > TOUCH DUST 		
CF | 		
CF | You reach for the source of the dry sifting noises, and feel what 		
CF | seems like some dust. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take dust" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > TAKE DUST 		
CF | 		
CF | They're hardly portable. 		
CF | 		
CF | > 		Jacqueline says, "Okay, I'll go back and touch the leak. I'll hope it's not brown water."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, melodious, from the northeast, competing with some 		
CF | dry sifting from the northwest and an irregular dripping from the 		
CF | southeast. You can also make out your own steady breathing. 		
CF | 		Knight_Otu says, "Oh. Ew."
CF | > 		Jacqueline says, "Hey, you're the one who suggested it, KO"
Jacqueline says (to ClubFloyd), "se" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, muted, from the northwest. You can also make out your 		
CF | own steady breathing and an irregular dripping from the immediate 		
CF | vicinity. 		
CF | 		
CF | > 		Knight_Otu says, "I forgot the brown water."
		Jacqueline says, "heehee"
		Jacqueline says, "TOO LATE I'M DOING IT"
Jacqueline says (to ClubFloyd), "touch the leak!" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > TOUCH THE LEAK! 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "touch leak" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > TOUCH LEAK 		
CF | 		
CF | You reach for the source of the irregular dripping noises, and feel 		
CF | what seems like a leak. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drink leak" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > DRINK LEAK 		
CF | 		
CF | There's nothing suitable to drink here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | Windchimes ring, muted, from the northwest. You can also make out your 		
CF | own steady breathing and an irregular dripping from the immediate 		
CF | vicinity. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen to my breath" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > LISTEN TO MY BREATH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, melodious, from the northeast, competing with some 		
CF | dry sifting from the northwest and an irregular dripping from the 		
CF | southeast. You can also make out your own steady breathing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, loud, from the northeast. You can also make out your 		
CF | own steady breathing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 20/55 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Darkness 		
CF | Though a dim light filters down from rose garden, you can see almost 		
CF | nothing of the contents of your current location. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > U 		
CF | 		
CF | You climb into the pale light... 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x windchimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > X WINDCHIMES 		
CF | 		
CF | Each chime is engraved with the staring eyes and exaggerated nostrils 		
CF | of a spirit warrior. 		
CF | 		
CF | > 		Roger says, "he never promised us a oh wait I guess he did"
		Jacqueline says, "haha"
		Jacqueline says, "We are such olds."
		MoyTravis asks, "...what?"
		Jacqueline says (to Moy), "It's a song."
		MoyTravis says, "Oh."
		Jacqueline says, "'I beg your pardon... I never promised you a rose garden.'"
Jacqueline says (to ClubFloyd), "x chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > X CHIMES 		
CF | 		
CF | Each chime is engraved with the staring eyes and exaggerated nostrils 		
CF | of a spirit warrior. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > RING CHIMES 		
CF | 		
CF | You cannot reach the iron windchimes from your present position; you'd 		
CF | need something to stand on. 		
CF | 		
CF | > 		DavidW says, "The stool!"
		Jacqueline says, "Like a stool."
		Jacqueline says, "Yeah"
		Roger says, "we could FIND it"
		Jacqueline says, "I was unaware that I needed to nick the furniture and start carrying it around with us. My bad."
Jacqueline says (to ClubFloyd), "find stool" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 21/55 		
CF | 		
CF | > FIND STOOL 		
CF | 		
CF | You head down to rooted room. Then south to the enormous kitchen. Then 		
CF | east to the great dining hall. Then east to the entrance hall. Then 		
CF | north to the central courtyard. Then east to the ground floor helical 		
CF | staircase. Then up to the upstairs helical staircase. Then east to the 		
CF | private parlor. And finally east to the guest bedroom. 		
CF | 		
CF | Guest Bedroom 		
CF | Made up for the reception of a guest who will never arrive again. A 		
CF | tapestry recalls the story. 		
CF | 		
CF | Still here at the center of the room is the stool you and the Beast 		
CF | used, the time he tried to teach you to dance -- not a great success, 		
CF | but more effective than the experiment with stilts. 		
CF | 		
CF | > 		DavidW asks, "And what would the chimes help with? The phantom guard?"
Jacqueline says (to ClubFloyd), "take stool" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 21/55 		
CF | 		
CF | > TAKE STOOL 		
CF | 		
CF | You acquire the stool. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "find chimes" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 21/55 		
CF | 		
CF | > FIND CHIMES 		
CF | 		
CF | You cannot reach the iron windchimes from your present position; you'd 		
CF | need something to stand on. 		
CF | 		
CF | > 		Jacqueline says, "Nice bug"
DavidW says (to ClubFloyd), "go to rose garden" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > GO TO ROSE GARDEN 		
CF | 		
CF | You head west to the private parlor. Then west to the upstairs helical 		
CF | staircase. Then down to the ground floor helical staircase. Then west 		
CF | to the central courtyard. Then south to the entrance hall. Then west 		
CF | to the great dining hall. Then west to the enormous kitchen. Then 		
CF | north to the servant quarters. Then down to the apprentice's workshop. 		
CF | 		
CF | You climb into the pale light... 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | > 		Roger says, "hunh"
Jacqueline says (to ClubFloyd), "drop stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > DROP STOOL 		
CF | 		
CF | You set the stool down next to one wall. 		
CF | 		
CF | > 		Knight_Otu says, "To be fair, this is IF. Taking everything that isn't nailed down is basically a contractual obligation."
Jacqueline says (to ClubFloyd), "stand on stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > STAND ON STOOL 		
CF | 		
CF | You stand, a little precariously, on the stool, and are now more or 		
CF | less the same height as an ordinary person. 		
CF | 		
CF | > 		Jacqueline says (to KO), "True, but I wasn't sure that this was that sort of game."
Jacqueline says (to ClubFloyd), "ring chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > RING CHIMES 		
CF | 		
CF | They sound prettily only when hung up for the wind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > X CHIMES 		
CF | 		
CF | Each chime is engraved with the staring eyes and exaggerated nostrils 		
CF | of a spirit warrior. 		
CF | 		
CF | > 		Jacqueline asks, "huh. So... that was pointless?"
		DavidW asks, "how about TAKE CHIMES?"
Jacqueline says (to ClubFloyd), "take chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > TAKE CHIMES 		
CF | 		
CF | The chimes have been locked to the chain that supports them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chain" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > X CHAIN 		
CF | 		
CF | Each chime is engraved with the staring eyes and exaggerated nostrils 		
CF | of a spirit warrior. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen to chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > LISTEN TO CHIMES 		
CF | 		
CF | Even your own breathing is magnified when you wear the helmet, so you 		
CF | must concentrate past it... 		
CF | 		
CF | The chimes sound randomly, but not unpleasantly. It is only if you 		
CF | listen for a long time that they begin to remind you of a warning or a 		
CF | threat. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 21/55 		
CF | 		
CF | > D 		
CF | 		
CF | You decide that you'll need to get down first. You get off the stool. 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | You can also see a stool here. 		
CF | 		
CF | Darkness 		
CF | Though a dim light filters down from rose garden, you can see almost 		
CF | nothing of the contents of your current location. 		
CF | 		
CF | > 		Jacqueline says, "Oh dear."
		Jacqueline says, "I went down and then down."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > U 		
CF | 		
CF | You climb into the pale light... 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | You can also see a stool here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 21/55 D S SE 		
CF | 		
CF | > TAKE STOOL 		
CF | 		
CF | You acquire the stool. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 22/55 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Cloister Walk 		
CF | A pleasant cloister overlooking the rose garden to the north. You have 		
CF | walked it many times, seeking to waste the excesses of time at your 		
CF | disposal. 		
CF | 		
CF | > 		DavidW asks, "I suppose we also need a chain cutter or acid to dissolve it?"
		Jacqueline says, "I'm not sure we're meant to take it."
		Jacqueline says, "Though possibly."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 22/55 		
CF | 		
CF | > W 		
CF | 		
CF | Again the sound of chimes, and the phantom guard that blocks your 		
CF | path. Somewhere there must be a ringer summoning him, protecting the 		
CF | State Rooms. 		
CF | 		
CF | You have never known the Beast to put up guards before. It has always 		
CF | been enough for him to guard the rooms himself. 		
CF | 		
CF | > 		Jacqueline says, "oh. ah."
		Jacqueline asks, "Maybe we take them down, maybe we muffle them?"
		Jacqueline says, "I wonder if the tapestry is takable."
		Knight_Otu asks, "Maybe violence is the answer to this one?"
		Jacqueline says, "But I want to try east first"
		DavidW asks, "Sounds like we could put up a bell where the chimes are instead?"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Walk's End 		
CF | Lucrezia, they say, died here. It is only a turning point in the 		
CF | corridor, with a bench. 		
CF | 		
CF | On the stone bench are some discarded embroidery materials. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | discarded embroidery materials: You acquire the discarded embroidery 		
CF | materials, and assess it curiously. 		
CF | 		
CF | A few weeks ago now, he came to you with a quick step. "Look, it took 		
CF | me all morning, but I found this." Holding out the basket of threads, 		
CF | the folded linen. Not in bad condition, either. 		
CF | 		
CF | "What is that for?" You were never much for sewing things at home, 		
CF | even before your mother died. 		
CF | 		
CF | "I thought -- since you're so bored here --" He lowered his arm. "When 		
CF | I saw more of the world, I knew a number of young ladies who were very 		
CF | fond of it. My sister liked to make stories with hers." 		
CF | 		
CF | You opened your mouth, looking for something to say. 		
CF | 		
CF | "I see," he answered. "The world has changed. What do young ladies do 		
CF | now?" 		
CF | 		
CF | "I don't know," you reply. "My father fell on hard times. We live in 		
CF | the country. I'm more or less a milkmaid, these days." 		
CF | 		
CF | At the word milkmaid, his mouth twisted a little and he shrugged. "I 		
CF | cannot provide any cows," he said, after a long time. 		
CF | 		
CF | You reacquaint yourself with its appearance: The little that is 		
CF | already done is old-fashioned blackwork, like your grandmother's 		
CF | mother might have stitched. 		
CF | 		
CF | > 		DavidW says, "ah, the fabled bench."
		Jacqueline says, "He... I'm not sure if the 'I cannot provide any cows' is a joke or not."
		DavidW says, "I don't know why I remembered the bench. I think the bench itself is unimportant."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some discarded embroidery materials 		
CF | a stool 		
CF | a helmet (being worn) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x materials" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > X MATERIALS 		
CF | 		
CF | Unfinished linen and threads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > L 		
CF | 		
CF | Walk's End 		
CF | Lucrezia, they say, died here. It is only a turning point in the 		
CF | corridor, with a bench. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x bench" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > X BENCH 		
CF | 		
CF | A deep seat with a curious relief carved onto the back: if you look 		
CF | from the right angle, it appears as though Lucrezia is lying on the 		
CF | bench, just like a lady on a tomb, her hands piously folded around the 		
CF | handle of a mirror. Scrying her own death, perhaps, or maybe 		
CF | communicating with someone who had already died. 		
CF | 		
CF | > 		Knight_Otu says, "Well isn't that macabre."
		Jacqueline says, "I think you mean 'cheerful'. The whole game is cheerful."
Jacqueline says (to ClubFloyd), "lie on bench" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > LIE ON BENCH 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW asks, "oh, a bench that contains a coffin?"
Jacqueline says (to ClubFloyd), "open bench" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > OPEN BENCH 		
CF | 		
CF | That's not something you can open. 		
CF | 		
CF | > 		Jacqueline says, "Nope. Just a weird artistic macabre bench, I think."
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I think it macabre is the right word, thanks, Jacq."
		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > NE 		
CF | 		
CF | From here, you can head northwest, south, and west. 		
CF | 		
CF | > 		Jacqueline says, "oops"
		DavidW says, "At least no one dropped an elephant on her."
		Jacqueline says, "F"
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | > 		Knight_Otu says, "G"
		Roger says, "oh maybe it's a chain-disconnection puzzle"
		Jacqueline asks, "So... d?"
		Jacqueline says, "oh wait, let me try that one idea"
Jacqueline says (to ClubFloyd), "goto tapestry" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > GOTO TAPESTRY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to tapestry" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > GO TO TAPESTRY 		
CF | 		
CF | You head down to rooted room. Then south to the enormous kitchen. Then 		
CF | east to the great dining hall. Then east to the entrance hall. Then 		
CF | north to the central courtyard. Then east to the ground floor helical 		
CF | staircase. Then up to the upstairs helical staircase. Then east to the 		
CF | private parlor. And finally east to the guest bedroom. 		
CF | 		
CF | Guest Bedroom 		
CF | Made up for the reception of a guest who will never arrive again. A 		
CF | tapestry recalls the story. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | There are none at all available! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take tapestry" 		
CF ] Guest Bedroom 		
CF ] Apartments W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TAKE TAPESTRY 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		Jacqueline says, "okay."
Jacqueline says (to ClubFloyd), "go to kitchen" 		
CF ] Enormous Kitchen N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > GO TO KITCHEN 		
CF | 		
CF | You head west to the private parlor. Then west to the upstairs helical 		
CF | staircase. Then down to the ground floor helical staircase. Then west 		
CF | to the central courtyard. Then south to the entrance hall. Then west 		
CF | to the great dining hall. And finally west to the enormous kitchen. 		
CF | 		
CF | Enormous Kitchen 		
CF | Haunted with the spirits of chefs past, generations and generations of 		
CF | culinary geniuses; one can never predict its whimsies. Unless he has 		
CF | moved everything, the bell to summon them into action should be in one 		
CF | of the rooms upstairs. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Great Dining Hall 		
CF | Such a long hall that the soup might get cold between one end and the 		
CF | other. You and he used only the far west end, nearest the kitchen. 		
CF | Once you took to dining together at all, that is; the first few months 		
CF | he brought trays to your room, while you hid. 		
CF | 		
CF | But then you took to eating here; and at the end of every meal he 		
CF | would stand up formally and ask his question. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > N 		
CF | 		
CF | The chime summons the phantom guard again, preventing you from making 		
CF | any progress. 		
CF | 		
CF | > 		Knight_Otu says, "There was a room north... right."
		Jacqueline says, "Darn chimes"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 23/55 SW S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. Somewhere in this maze, he 		
CF | waits; and he should be told as soon as possible that you did return. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		Knight_Otu says, "Darnit Tom."
CF | 		
CF | > 		DavidW asks, "Could the chimes be muffled with the embroidery?"
		Jacqueline says, "Oh wait. I've done the whole lot from this room list."
		Jacqueline says (to DW), "It's just thread, but I was wondering that too."
		Jacqueline says, "Once the tapestry failed, I began thinking that."
Jacqueline says (to ClubFloyd), "go to chimes" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 23/55 SW S 		
CF | 		
CF | > GO TO CHIMES 		
CF | 		
CF | You cannot reach the iron windchimes from your present position; you'd 		
CF | need something to stand on. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to rose garden" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > GO TO ROSE GARDEN 		
CF | 		
CF | You head west to the great dining hall. Then west to the enormous 		
CF | kitchen. Then north to the servant quarters. Then down to the 		
CF | apprentice's workshop. 		
CF | 		
CF | You climb into the pale light... 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "stane on stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > STANE ON STOOL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "stand on stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > STAND ON STOOL 		
CF | 		
CF | You decide that you'll need the stool to be on the ground first. You 		
CF | set the stool down next to one wall. 		
CF | 		
CF | You stand, a little precariously, on the stool, and are now more or 		
CF | less the same height as an ordinary person. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tie chimes with materials" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > TIE CHIMES WITH MATERIALS 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some discarded embroidery materials 		
CF | a helmet (being worn) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "muffle chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > MUFFLE CHIMES 		
CF | 		
CF | What do you want to muffle the iron windchimes in? 		
CF | 		
CF | > 		Jacqueline says, "MUFFLE IS A VERB"
		Jacqueline says, "Nice"
		Knight_Otu says, "Wow."
Jacqueline says (to ClubFloyd), "materials" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > MATERIALS 		
CF | 		
CF | You try muffling the chimes in the cloth, but can't rig the whole 		
CF | arrangement so as to keep them absolutely silent -- and that is what 		
CF | you need to do, if you're going to avoid summoning up the spirit 		
CF | guards. 		
CF | 		
CF | > 		Jacqueline says, "ding ding ding"
		Jacqueline says, "Well, at least we know we're on the right path."
		DavidW says, "ok, right idea, wrong muffler."
		MoyTravis asks, "Nice, but how though?"
		Jacqueline says, "We've also been going nearly two hours."
		Knight_Otu says, "I have another hour or so."
		Jacqueline asks, "I can do another hour, but what about others?"
		DavidW says, "I'm a bit tired, but I can try staying longer."
		DavidW says, "Maybe there's a scarf or flag or something that muffles better."
		Jacqueline says, "Was there fabric in the servant's quarters? I don't think there was."
Jacqueline says (to ClubFloyd), "go to kitchen" 		
CF ] Enormous Kitchen N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > GO TO KITCHEN 		
CF | 		
CF | You head down to rooted room. You decide that you'll need to get down 		
CF | first. And finally south to the enormous kitchen. 		
CF | 		
CF | Enormous Kitchen 		
CF | Haunted with the spirits of chefs past, generations and generations of 		
CF | culinary geniuses; one can never predict its whimsies. Unless he has 		
CF | moved everything, the bell to summon them into action should be in one 		
CF | of the rooms upstairs. 		
CF | 		
CF | > 		Knight_Otu says, "I don't think so."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Servant Quarters 		
CF | Not a room friendly to visitors, it has the air of resentful, martyred 		
CF | suffering. Even His most unpleasant ancestors would not have grudged 		
CF | this place more paint, surely, and more straw for the beds. 		
CF | 		
CF | A decaying ladder leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "objects" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, an obscene gargoyle, some discarded embroidery 		
CF | materials, some iron windchimes, a small door, a bentwood table, a 		
CF | jigsaw puzzle, a royal portrait, a stool, a shackle and a heavy door. 		
CF | 		
CF | > 		Jacqueline says, "oh right"
		Jacqueline says, "hrm"
		DavidW says, "Shorter list than I expected."
		Jacqueline says, "Yeah, the place is pretty sparse."
		Jacqueline says, "I'm surprised some of those things are even on the list. The paintings, for instance."
		Knight_Otu asks, "It seems that only one of the paintings from thegallery is on the list?"
		Jacqueline says, "That is true."
Jacqueline says (to ClubFloyd), "go to king" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > GO TO KING 		
CF | 		
CF | You head south to the enormous kitchen. Then east to the great dining 		
CF | hall. Then east to the entrance hall. Then east to the scarlet 		
CF | gallery. And finally east to the gallery of historical paintings. 		
CF | 		
CF | Gallery of Historical Paintings 		
CF | Here on the north wall and the south are paintings of historical 		
CF | events from times past: the assassination of King Elzibad in 1248; the 		
CF | arrival of Princess Lucrezia from the Italian State of Medici-Credenza 		
CF | in 1545. 		
CF | 		
CF | The gallery goes on, echoing, both east and west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take king" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TAKE KING 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look behind king" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > LOOK BEHIND KING 		
CF | 		
CF | Bare wall; nothing else. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look behind princess" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > LOOK BEHIND PRINCESS 		
CF | 		
CF | Bare wall; nothing else. 		
CF | 		
CF | > 		MoyTravis says, "I just learned that "bentwood" is a word, and that it's not "a bent wood table" it's "a bentwood" table."
		MoyTravis asks, "...or, on further searching, apparently both are fine?"
		Jacqueline says (to Travis), "Well, bentwood is bent wood, but yeah"
		Jacqueline says, "It's when you wet wood, bend it, and then hold it in the new position."
		Jacqueline says, "The Tlingit made amazing bentwood boxes."
		Jacqueline says, "But I digress."
Jacqueline says (to ClubFloyd), "objects" 		
CF ] Gallery of Historical Paintings 		
CF ] Old Castle W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, an obscene gargoyle, some discarded embroidery 		
CF | materials, some iron windchimes, a small door, a bentwood table, a 		
CF | jigsaw puzzle, a royal portrait, a stool, a shackle and a heavy door. 		
CF | 		
CF | > 		Roger says, "steaming is also popular"
Jacqueline says (to ClubFloyd), "go to gargoyle" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > GO TO GARGOYLE 		
CF | 		
CF | You head west to the scarlet gallery. Then west to the entrance hall. 		
CF | Then north to the central courtyard. And finally east to the ground 		
CF | floor helical staircase. 		
CF | 		
CF | Ground Floor Helical Staircase 		
CF | The steps rise from here towards the upper rooms, and open out onto 		
CF | the bare courtyard. 		
CF | 		
CF | An obscene gargoyle sits where the finial of the banister should be. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x gargoyle" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > X GARGOYLE 		
CF | 		
CF | Not too large, but stunningly ugly: a stone about the size of an 		
CF | apple, carved into a monster with outsized ears and eyes -- not to 		
CF | mention outsized attributes elsewhere. 		
CF | 		
CF | > 		DavidW asks, "I don't suppose the gargoyle has cloven hooves?"
		Roger asks, "maybe it's a twisty-turny object?"
Jacqueline says (to ClubFloyd), "turn stone" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TURN STONE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn gargoyle" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TURN GARGOYLE 		
CF | 		
CF | It still doesn't budge, and -- you rather think -- it never will. 		
CF | 		
CF | > 		Roger says, "oh alright then"
Jacqueline says (to ClubFloyd), "objects" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, an obscene gargoyle, some discarded embroidery 		
CF | materials, some iron windchimes, a small door, a bentwood table, a 		
CF | jigsaw puzzle, a royal portrait, a stool, a shackle and a heavy door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tickle gargoyle" 		
CF ] Ground Floor Helical Staircase U 		
CF ] Main Castle W . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TICKLE GARGOYLE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "Ah. There are two paintings. One is listed merely as 'a royal portrait'"
Jacqueline says (to ClubFloyd), "go to shackle" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > GO TO SHACKLE 		
CF | 		
CF | You head up to the upstairs helical staircase. Then east to the 		
CF | private parlor. And finally southeast to the empty bedroom. 		
CF | 		
CF | Empty Bedroom 		
CF | Like a monk's chamber compared to every other part of the palace, just 		
CF | bare walls now. Here your father stayed, when he made his ill-fated 		
CF | journey to the castle. The Beast told you this, on your first visit. 		
CF | 		
CF | On the wall, as a curio, hangs an open shackle -- sign of the only 		
CF | person ever to have escaped the power of this place. 		
CF | 		Knight_Otu asks, "Wasn't that the Beast's original form?"
CF | > 		DavidW says, "yeah"
		Jacqueline says, "Oh, hm. Yeah."
		Jacqueline shrugs. "Not sure then."
Jacqueline says (to ClubFloyd), "take shackle" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TAKE SHACKLE 		
CF | 		
CF | You acquire the shackle. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
Jacqueline says (to ClubFloyd), "go to stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > GO TO STOOL 		
CF | 		
CF | You head northwest to the private parlor. Then west to the upstairs 		
CF | helical staircase. Then down to the ground floor helical staircase. 		
CF | Then west to the central courtyard. Then south to the entrance hall. 		
CF | Then west to the great dining hall. Then west to the enormous kitchen. 		
CF | Then north to the servant quarters. Then down to the apprentice's 		
CF | workshop. 		
CF | 		
CF | You climb into the pale light... 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | You can also see a stool here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "stand on stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > STAND ON STOOL 		
CF | 		
CF | You stand, a little precariously, on the stool, and are now more or 		
CF | less the same height as an ordinary person. 		
CF | 		
CF | > 		Knight_Otu says, "Huh. I expected that to be fixed to the wall."
		Jacqueline says, "Same"
Jacqueline says (to ClubFloyd), "muffle chimes with shackle" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > MUFFLE CHIMES WITH SHACKLE 		
CF | 		
CF | Putting things on the iron windchimes would achieve nothing. 		
CF | 		
CF | > 		Jacqueline says, "Oh but it WOULD, though"
		Jacqueline is a grumpkin.
		Jacqueline says, "Well, that was a fun 15 seconds of excitement."
		DavidW says, "I guess the shackle is for another puzzle."
		Jacqueline says, "Let's just hope the puzzle isn't in another castle, Mario."
		DavidW says, "Maybe holds your napkin at the dinner etiquette puzzle."
Jacqueline says (to ClubFloyd), "objects" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, an obscene gargoyle, some discarded embroidery 		
CF | materials, some iron windchimes, a small door, a bentwood table, a 		
CF | jigsaw puzzle, a royal portrait, a stool, a shackle and a heavy door. 		
CF | 		
CF | > 		Knight_Otu exclaims, "So long, King Beasta!"
		DavidW says, "I suppose there's rooms we haven't seen yet."
Jacqueline says (to ClubFloyd), "go to my bedroom" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > GO TO MY BEDROOM 		
CF | 		
CF | You head down to rooted room. You decide that you'll need to get down 		
CF | first. Then south to the enormous kitchen. Then east to the great 		
CF | dining hall. Then east to the entrance hall. Then north to the central 		
CF | courtyard. Then east to the ground floor helical staircase. Then up to 		
CF | the upstairs helical staircase. Then east to the private parlor. And 		
CF | finally south to the crystal bedroom. 		
CF | 		
CF | Crystal Bedroom 		
CF | A fantasia of gleaming and glittering, chandeliers and mirrors: all 		
CF | that shines or reflects has been moved here, into this room that you 		
CF | inhabit, which he never enters. 		
CF | 		
CF | The south end of the room is most dazzling, because of the daylight 		
CF | from the balcony. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "search bed" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > SEARCH BED 		
CF | 		
CF | There is nothing on large bed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look under bed" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > LOOK UNDER BED 		
CF | 		
CF | It is clean beneath as above. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take mirror" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > TAKE MIRROR 		
CF | 		
CF | They're hardly portable. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "objects" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, an obscene gargoyle, some discarded embroidery 		
CF | materials, some iron windchimes, a small door, a bentwood table, a 		
CF | jigsaw puzzle, a royal portrait, a stool, a shackle and a heavy door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "rooms" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > ROOMS 		
CF | 		
CF | Thus far you have visited the Drawbridge, the Entrance Hall, the 		
CF | Scarlet Gallery, the Scarlet Tower, the Gallery of Historical 		
CF | Paintings, the Treasure Room, the Room with the Labyrinth Floor, the 		
CF | Central Courtyard, the Ground Floor Helical Staircase, the Upstairs 		
CF | Helical Staircase, the Great Dining Hall, Cloister Walk, Walk's End, 		
CF | Rose Garden, the Enormous Kitchen, the Servant Quarters, the Guard 		
CF | Tower, the Private Parlor, the Green Bedroom, the Guest Bedroom, the 		
CF | Empty Bedroom, the Crystal Bedroom and the Gilded Balcony. 		
CF | 		
CF | > 		Knight_Otu says, "With the helmet, wemay be able to navigate the dark room beneath the labyrinth floor room."
		Jacqueline says, "Should we go to the --yes"
Jacqueline says (to ClubFloyd), "go to Labyrinth" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 23/55 D 		
CF | 		
CF | > GO TO LABYRINTH 		
CF | 		
CF | You head north to the private parlor. Then west to the upstairs 		
CF | helical staircase. Then down to the ground floor helical staircase. 		
CF | Then west to the central courtyard. Then south to the entrance hall. 		
CF | Then east to the scarlet gallery. Then east to the gallery of 		
CF | historical paintings. And finally east to the room with the labyrinth 		
CF | floor. 		
CF | 		
CF | Room with the Labyrinth Floor 		
CF | A mosaic floor of black and white, like that of cathedrals, as 		
CF | protection against the spite of the undead: which protection might 		
CF | often have been needed, by those that dwelt here in former times. The 		
CF | way down is at the center of the maze. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 23/55 D 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a shackle 		
CF | some discarded embroidery materials 		
CF | a helmet (being worn) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | Though a dim light filters down from the room with the labyrinth 		
CF | floor, you can see almost nothing of the contents of your current 		
CF | location. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | Windchimes ring, almost inaudible, from the northwest. You can also 		
CF | make out your own steady breathing. 		
CF | 		
CF | > 		Jacqueline says, "Same connections."
		Knight_Otu says, "Hm."
		Jacqueline says, "Maybe I will try another direction, though"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > E 		
CF | 		
CF | From here, you can head up. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, muted, from the northeast, competing with an 		
CF | irregular dripping from the southwest. You can also make out your own 		
CF | steady breathing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Darkness 		
CF | It's so dark in here that you have to feel your way along, and are 		
CF | nervous of tripping at any moment. You find yourself concentrating all 		
CF | the more alertly on your hearing, as though the slightest echo might 		
CF | offer a clue. 		
CF | 		
CF | Windchimes ring, muted, from the northwest. You can also make out your 		
CF | own steady breathing and an irregular dripping from the immediate 		
CF | vicinity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search leak" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > SEARCH LEAK 		
CF | 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		Jacqueline says, "Same tunnels, which I suspected, but I thought there'd be more of them."
		Knight_Otu says, "I guess there are four diagonal paths then."
Jacqueline says (to ClubFloyd), "touch leak" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > TOUCH LEAK 		
CF | 		
CF | You reach for the source of the irregular dripping noises, and feel 		
CF | what seems like a leak. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Darkness 		
CF ] . 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > U 		
CF | 		
CF | You appear to be lost in here, except that you recall you came in from 		
CF | the northeast. If necessary you can always try going to a room you've 		
CF | already visited, or heading roughly out. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "out" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > OUT 		
CF | 		
CF | By dead reckoning, you head back towards where you think the surface 		
CF | ought to be... 		
CF | 		
CF | You head uncertainly in what feels like the right direction, based on 		
CF | dimly apprehended light, and the movements of air 		
CF | 		
CF | Servant Quarters 		
CF | Not a room friendly to visitors, it has the air of resentful, martyred 		
CF | suffering. Even His most unpleasant ancestors would not have grudged 		
CF | this place more paint, surely, and more straw for the beds. 		
CF | 		
CF | A decaying ladder leads down. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ladder" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > TAKE LADDER 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "rooms" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > ROOMS 		
CF | 		
CF | Thus far you have visited the Drawbridge, the Entrance Hall, the 		
CF | Scarlet Gallery, the Scarlet Tower, the Gallery of Historical 		
CF | Paintings, the Treasure Room, the Room with the Labyrinth Floor, the 		
CF | Central Courtyard, the Ground Floor Helical Staircase, the Upstairs 		
CF | Helical Staircase, the Great Dining Hall, Cloister Walk, Walk's End, 		
CF | Rose Garden, the Enormous Kitchen, the Servant Quarters, the Guard 		
CF | Tower, the Private Parlor, the Green Bedroom, the Guest Bedroom, the 		
CF | Empty Bedroom, the Crystal Bedroom and the Gilded Balcony. 		
CF | 		
CF | > 		Jacqueline says, "So. We could think about the chimes, if we want to."
		Knight_Otu says, "I guess we can."
		MoyTravis says, "I am a shameless hint-abuser so...I have no objection."
		DavidW asks, "Can we hold our nose re the strong rose smell room?"
Jacqueline says (to ClubFloyd), "hold nose" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > HOLD NOSE 		
CF | 		
CF | (It is usually not necessary to refer to specific body parts.) 		
CF | 		
CF | You are always self-possessed. 		
CF | 		
CF | > 		Jacqueline says, "Oh dear"
Karona sings out of key, the fish jumps out of the jug and slaps her in the face, and she shuffles home looking ashamed. 		
Jacqueline says (to ClubFloyd), "put shackle on nose" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > PUT SHACKLE ON NOSE 		
CF | 		
CF | (It is usually not necessary to refer to specific body parts.) 		
CF | 		
CF | You already wear a shackle of a sort. 		
CF | 		
CF | > 		Jacqueline says, "ha ha ha awwwww"
DavidW says (to ClubFloyd), "find clothespeg" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > FIND CLOTHESPEG 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		Knight_Otu says, "That's just sad."
DavidW says (to ClubFloyd), "find clothespin" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > FIND CLOTHESPIN 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "find nosegay" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > FIND NOSEGAY 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		Jacqueline says, "Find only works for things we have seen."
		Knight_Otu says, "I don't think we can find things we haven't found."
		DavidW says, "yeah, I know."
Jacqueline says (to ClubFloyd), "objects" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, an obscene gargoyle, some discarded embroidery 		
CF | materials, some iron windchimes, a small door, a bentwood table, a 		
CF | jigsaw puzzle, a royal portrait, a stool, a shackle and a heavy door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put embroidery materials up nostrils" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > PUT EMBROIDERY MATERIALS UP NOSTRILS 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		DavidW says, "I'm trying to see if the game recognizes the words themselves."
Jacqueline says (to ClubFloyd), "think about chimes" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > THINK ABOUT CHIMES 		
CF | 		
CF | To reach the windchimes, it might help to stand on something. 		
CF | 		
CF | Shall I go on? > 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > Y 		
CF | 		
CF | Try standing on the stool. 		
CF | 		
CF | > 		Jacqueline says, "I... I did that, game."
		Jacqueline says, "I done did that."
		Knight_Otu says, "Very funny, game."
Jacqueline says (to ClubFloyd), "think about guard" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > THINK ABOUT GUARD 		
CF | 		
CF | To reach the windchimes, it might help to stand on something. 		
CF | 		
CF | Shall I go on? > 		Jacqueline says, "Well, that's a hint, but we already knew that."
Jacqueline says (to ClubFloyd), "y" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > Y 		
CF | 		
CF | Try standing on the stool. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "think about stool" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > THINK ABOUT STOOL 		
CF | 		
CF | You have seen the item you need to solve this problem, but it's not in 		
CF | sight at the moment. (The objects command will list everything you 		
CF | remember seeing, if you'd like to review.) 		
CF | 		
CF | Shall I go on? > 		Roger says, "maybe it'll be more helpful if we try thinking while standing around on the stool near the chimes"
Jacqueline says (to ClubFloyd), "y" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > Y 		
CF | 		
CF | There's a room you've visited, but you haven't exhausted all there is 		
CF | to see there. (The place command will list every room you've visited, 		
CF | if you'd like to review.) 		
CF | 		
CF | Shall I go on? > 		Jacqueline says (to Roger), "True"
Jacqueline says (to ClubFloyd), "go to garden" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > GO TO GARDEN 		
CF | 		
CF | Please answer yes or no.> 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 23/55 D S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to garden" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > GO TO GARDEN 		
CF | 		
CF | You head down to the apprentice's workshop. 		
CF | 		
CF | You climb into the pale light... 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | You can also see a stool here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "stand on stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > STAND ON STOOL 		
CF | 		
CF | You stand, a little precariously, on the stool, and are now more or 		
CF | less the same height as an ordinary person. 		
CF | 		
CF | > 		Jacqueline asks, "Do people want me to think about this?"
		DavidW says, "hm, it said we missed something in a room we've seen."
		Jacqueline says, "Yeah, I can come back to that."
		Jacqueline says, "But that was a tangent to this."
Knight_Otu says (to ClubFloyd), "x roses" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > X ROSES 		
CF | 		
CF | In the bud it is innocent; in bloom, it bears the mark of a 		
CF | death's-head at the heart. 		
CF | 		
CF | > 		Jacqueline says, "Cheerful."
		Knight_Otu says, "I agree, very macabre."
		Jacqueline says, "I'm fixin' to think about chimes, people."
		DavidW says, "Next time, we grow foxgloves."
		Knight_Otu says, "Well, try it."
		Roger says, "it's like that famous philosopher said: Hell is other Frenchmen"
Jacqueline says (to ClubFloyd), "think about chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > THINK ABOUT CHIMES 		
CF | 		
CF | You're missing an object that might be useful to resolving this 		
CF | problem. 		
CF | 		
CF | Shall I go on? > 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > Y 		
CF | 		
CF | Perhaps you should explore further. 		
CF | There's a room you haven't yet visited. 		
CF | 		
CF | Shall I go on? > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > N 		
CF | 		
CF | > 		Jacqueline says, "Well, poo"
		Knight_Otu says, "Hm."
		Roger says, "maybe one of the miscellaneous bedrooms"
		Knight_Otu says, "I thought we caught 'em all."
		DavidW says, "you couldve said y to the question"
Jacqueline says (to ClubFloyd), "think about stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > THINK ABOUT STOOL 		
CF | 		
CF | The stool might be useful to have. 		
CF | 		
CF | Shall I go on? > 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > Y 		
CF | 		
CF | The stool may help with the iron windchimes. 		
CF | 		
CF | > 		Knight_Otu says, "Haw.Haw."
		Jacqueline says, "that's very different than what it said last time."
DavidW says (to ClubFloyd), "think about chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > THINK ABOUT CHIMES 		
CF | 		
CF | You're missing an object that might be useful to resolving this 		
CF | problem. 		
CF | 		
CF | Shall I go on? > 		
DavidW says (to ClubFloyd), "y" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > Y 		
CF | 		
CF | Perhaps you should explore further. 		
CF | There's a room you haven't yet visited. 		
CF | 		
CF | Shall I go on? > 		
DavidW says (to ClubFloyd), "y" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > Y 		
CF | 		
CF | Try going southeast to start your explorations. 		
CF | 		
CF | > 		Jacqueline says, "I mean, Yeah. I guess I could have said yes (and I can go back and say yes), but I took it as, 'There are other puzzles to solve first. This is not the right order.'"
Jacqueline says (to ClubFloyd), "se" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > SE 		
CF | 		
CF | You decide that you'll need to get down first. You get off the stool. 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | You can also see a stool here. 		
CF | 		
CF | Walk's End 		
CF | Lucrezia, they say, died here. It is only a turning point in the 		
CF | corridor, with a bench. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ground" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | You take another look around. 		
CF | 		
CF | Walk's End 		
CF | Lucrezia, they say, died here. It is only a turning point in the 		
CF | corridor, with a bench. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push bench" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > PUSH BENCH 		
CF | 		
CF | If the Beast were awake and here, you might between you be able to 		
CF | budge the stone bench; but as it is, you haven't much chance. 		
CF | 		
CF | > 		Roger asks, "is this the death bench?"
Jacqueline says (to ClubFloyd), "think about bench" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > THINK ABOUT BENCH 		
CF | 		
CF | You could sit on the stone bench. 		
CF | 		
CF | > 		DavidW says, "yes it's the death bench"
		Jacqueline says, "Yeah, it's the death bench"
		Roger says, "I was thinking maybe lying down on it"
Jacqueline says (to ClubFloyd), "sit on bench" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > SIT ON BENCH 		
CF | 		
CF | You settle uneasily onto the bench, recalling its ghostly former user. 		
CF | 		
CF | > 		DavidW says, "I wish I had my maps available."
		Jacqueline says, "I tried that earlier, and it wouldn't let me, Roger."
Jacqueline says (to ClubFloyd), "think about Lucrezia" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > THINK ABOUT LUCREZIA 		
CF | 		
CF | You can't think of anything further on the topic. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lie down" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > LIE DOWN 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Roger says, "none of the mirrors are portable are they"
		Jacqueline says, "no"
Jacqueline says (to ClubFloyd), "think about mirrors" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > THINK ABOUT MIRRORS 		
CF | 		
CF | You can't think of anything further on the topic. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "think about bench" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > THINK ABOUT BENCH 		
CF | 		
CF | You could sit on the stone bench. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "think about death" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > THINK ABOUT DEATH 		
CF | 		
CF | Sorry, there is nothing to say about that. 		
CF | 		
CF | > 		Jacqueline says, "Nope. Nothing at all."
		DavidW says, "This was probably just one step in the correct direction to the needed item, y'know."
		Knight_Otu asks, "Have we been both west and south from here?"
		Jacqueline says (to DW), "Yeah"
Jacqueline says (to ClubFloyd), "think about chimes" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > THINK ABOUT CHIMES 		
CF | 		
CF | You have seen the item you need to solve this problem, but it's not in 		
CF | sight at the moment. (The objects command will list everything you 		
CF | remember seeing, if you'd like to review.) 		
CF | 		
CF | Shall I go on? > 		DavidW says, "I don't know the map."
		Knight_Otu says, "I recall one direction was blocked but not which one."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > W 		
CF | 		
CF | Please answer yes or no.> 		Roger asks, "the stinky room?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > W 		
CF | 		
CF | You decide that you'll need to get down first. You get off the stone 		
CF | bench. 		
CF | 		
CF | Walk's End 		
CF | Lucrezia, they say, died here. It is only a turning point in the 		
CF | corridor, with a bench. 		
CF | 		
CF | Cloister Walk 		
CF | A pleasant cloister overlooking the rose garden to the north. You have 		
CF | walked it many times, seeking to waste the excesses of time at your 		
CF | disposal. 		
CF | 		
CF | > 		Jacqueline says, "Wait, the chimes are..."
		Knight_Otu says, "I meant here, but yes, that was blocked as well."
Jacqueline says (to ClubFloyd), "go to chimes" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 23/55 		
CF | 		
CF | > GO TO CHIMES 		
CF | 		
CF | You cannot reach the iron windchimes from your present position; you'd 		
CF | need something to stand on. 		
CF | 		
CF | > 		Jacqueline says, "That is a very annoying thing."
		DavidW says, "The hints wouldn't direct us to here."
Jacqueline says (to ClubFloyd), "go to stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 23/55 D S SE 		
CF | 		
CF | > GO TO STOOL 		
CF | 		
CF | You head north to rose garden. 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | You can also see a stool here. 		
CF | 		
CF | > 		DavidW says, "It must be south of the bench."
		Jacqueline says, "Okay, so from here it directed us southeast, but I'm not sure how we get directions beyond that."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 23/55 S 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Walk's End 		
CF | Lucrezia, they say, died here. It is only a turning point in the 		
CF | corridor, with a bench. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Scrying Room N 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Scrying Room 		
CF | A place for consulting with the servants, summoning them by their 		
CF | instruments and allowing their spirits to manifest in the mirrors. But 		
CF | you know this only from explanation, because the mirrors and glasses 		
CF | have been broken or carried away to the Crystal Bedroom, when they 		
CF | ceased to reflect anything that gave pleasure to their master. 		
CF | 		
CF | Nearby a small door leads west to the treasure room. 		
CF | 		
CF | A small key hangs beside the door. 		
CF | 		
CF | > 		Jacqueline exclaims, "!!!!"
		Knight_Otu says, "Well."
		DavidW says, "I don't remember visiting here today."
		Jacqueline says, "Well well well"
		MoyTravis asks, "Is that new?"
		Jacqueline says, "Yeah. We had not yet visited."
		MoyTravis says, "Huh! Ok then."
Jacqueline says (to ClubFloyd), "take key" 		
CF ] Scrying Room N 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | You acquire the small key, and assess it curiously. 		
CF | 		
CF | The key is of the sort of delicate design intended to unlock more than 		
CF | one thing. 		
CF | 		
CF | The small key unlocks the small door. 		
CF | 		
CF | > 		Jacqueline says, "I'm confused, but that's fine."
Jacqueline says (to ClubFloyd), "unlock door" 		
CF ] Scrying Room N 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > UNLOCK DOOR 		
CF | 		
CF | (with the small key) 		
CF | You unlock the small door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 24/55 SW 		
CF | 		
CF | > W 		
CF | 		
CF | (first opening the small door) 		
CF | 		
CF | Treasure Room 		
CF | Locked in an iron cage are the house treasures not in use: the 		
CF | collection consists of a sceptre, a puzzle piece, and a pair of cloven 		
CF | shoes, at present -- he showed them to you one rainy day, telling you 		
CF | their many histories. 		
CF | 		
CF | Nearby an open small door leads east to the scrying room. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "unlock cage" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 24/55 SW 		
CF | 		
CF | > UNLOCK CAGE 		
CF | 		
CF | You lack a key that fits the iron cage. 		
CF | 		
CF | > 		Jacqueline asks, "What else needed a key?"
Jacqueline says (to ClubFloyd), "rooms" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 24/55 SW 		
CF | 		
CF | > ROOMS 		
CF | 		
CF | Thus far you have visited the Drawbridge, the Entrance Hall, the 		
CF | Scarlet Gallery, the Scarlet Tower, the Gallery of Historical 		
CF | Paintings, the Treasure Room, the Room with the Labyrinth Floor, the 		
CF | Central Courtyard, the Ground Floor Helical Staircase, the Upstairs 		
CF | Helical Staircase, the Great Dining Hall, Cloister Walk, Walk's End, 		
CF | Rose Garden, the Scrying Room, the Enormous Kitchen, the Servant 		
CF | Quarters, the Guard Tower, the Private Parlor, the Green Bedroom, the 		
CF | Guest Bedroom, the Empty Bedroom, the Crystal Bedroom and the Gilded 		
CF | Balcony. 		
CF | 		
CF | > 		Knight_Otu asks, "There was a heavy door mentioned I guess. Was that the door to the stinky rose room?"
		Jacqueline asks, "And should we try to do any scrying in the scrying room?"
		Jacqueline says, "There was indeed a heavy door on the way to the stinky rose room, yeah"
		DavidW says, "Or scrying in the crystal bedroom."
		Knight_Otu says, "I'm still not sure how this helps us with the chimes though."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Scrying Room N 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Scrying Room 		
CF | A place for consulting with the servants, summoning them by their 		
CF | instruments and allowing their spirits to manifest in the mirrors. But 		
CF | you know this only from explanation, because the mirrors and glasses 		
CF | have been broken or carried away to the Crystal Bedroom, when they 		
CF | ceased to reflect anything that gave pleasure to their master. 		
CF | 		
CF | Nearby an open small door leads west to the treasure room. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "scry" 		
CF ] Scrying Room N 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > SCRY 		
CF | 		
CF | What do you want to scry in? 		
CF | 		
CF | > 		Jacqueline says, "Hm. Yeah."
Jacqueline says (to ClubFloyd), "go to my bedroom" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 24/55 S 		
CF | 		
CF | > GO TO MY BEDROOM 		
CF | 		
CF | You head west to the treasure room. Then southwest to the scarlet 		
CF | gallery. Then west to the entrance hall. Then north to the central 		
CF | courtyard. Then east to the ground floor helical staircase. Then up to 		
CF | the upstairs helical staircase. Then east to the private parlor. And 		
CF | finally south to the crystal bedroom. 		
CF | 		
CF | Crystal Bedroom 		
CF | A fantasia of gleaming and glittering, chandeliers and mirrors: all 		
CF | that shines or reflects has been moved here, into this room that you 		
CF | inhabit, which he never enters. 		
CF | 		
CF | The south end of the room is most dazzling, because of the daylight 		
CF | from the balcony. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "scry in mirror" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 24/55 S 		
CF | 		
CF | > SCRY IN MIRROR 		
CF | 		
CF | You need some way to summon the spirit you want to speak with. 		
CF | 		
CF | > 		Jacqueline says, "smoopy"
		Knight_Otu says, ">LEARN NECROMANCY"
Jacqueline says (to ClubFloyd), "think about small key" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 24/55 S 		
CF | 		
CF | > THINK ABOUT SMALL KEY 		
CF | 		
CF | The small key might be useful to have. 		
CF | 		
CF | Shall I go on? > 		DavidW says, "It's my party and I'll scry if I want to."
Jacqueline says (to ClubFloyd), "y" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 24/55 S 		
CF | 		
CF | > Y 		
CF | 		
CF | The small key may help with the iron windchimes and the small door. 		
CF | 		
CF | > 		Jacqueline says, "HOW"
		Knight_Otu blinks.
		Jacqueline asks, "HOW does it help with the windchimes?"
		Jacqueline says, "I mean... fine."
		DavidW asks, "Does it unlock the chain holding the windchimes?"
Jacqueline says (to ClubFloyd), "go to stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 24/55 D S SE 		
CF | 		
CF | > GO TO STOOL 		
CF | 		
CF | You head north to the private parlor. Then west to the upstairs 		
CF | helical staircase. Then down to the ground floor helical staircase. 		
CF | Then west to the central courtyard. Then south to the entrance hall. 		
CF | Then east to the scarlet gallery. Then northeast to the treasure room. 		
CF | Then east to the scrying room. Then north to walk's end. And finally 		
CF | northwest to rose garden. 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | Strung up by a chain is a set of iron windchimes. 		
CF | 		
CF | You can also see a stool here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "stand on stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 24/55 D S SE 		
CF | 		
CF | > STAND ON STOOL 		
CF | 		
CF | You stand, a little precariously, on the stool, and are now more or 		
CF | less the same height as an ordinary person. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 24/55 D S SE 		
CF | 		
CF | > X CHIMES 		
CF | 		
CF | Each chime is engraved with the staring eyes and exaggerated nostrils 		
CF | of a spirit warrior. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x chain" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 24/55 D S SE 		
CF | 		
CF | > X CHAIN 		
CF | 		
CF | Each chime is engraved with the staring eyes and exaggerated nostrils 		
CF | of a spirit warrior. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "unlock chimes" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 24/55 D S SE 		
CF | 		
CF | > UNLOCK CHIMES 		
CF | 		
CF | (with the small key) 		
CF | You unlock the iron windchimes. 		
CF | 		
CF | > 		Jacqueline blinks.
		Knight_Otu says, "..."
		Jacqueline says, "How... how..."
Knight_Otu says (to ClubFloyd), "take them" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 24/55 D S SE 		
CF | 		
CF | > TAKE THEM 		
CF | 		
CF | You take the chimes down, silencing them and muting their power. When 		
CF | they are entirely still, they fade from your grip and vanish. 		
CF | 		
CF | > 		Roger says, "well sure"
		MoyTravis says, "Nifty. Not what I expected but whatever sure."
		Jacqueline says, "I am currently an embodiment of that meme of the puzzled woman with all the math symbols coming at her."
		MoyTravis says, "The important thing is that we are past the puzzle."
		Jacqueline says, "That is true."
		Jacqueline says, "I would never have gotten that without the hint."
		DavidW asks, "But now that spectral whatever won't stop us going north from somewhere, yes?"
		Jacqueline says, "In theory, I guess. Yeah"
		Knight_Otu says, "I certainly don't recall a mention of a lock on chimes or chains."
		Jacqueline says, "So, let's essplore more."
		DavidW says, "(not having my notes and maps sucks)"
		Jacqueline says (to KO), "Right"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > S 		
CF | 		
CF | You decide that you'll need to get down first. You get off the stool. 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | You can see a stool here. 		
CF | 		
CF | Cloister Walk 		
CF | A pleasant cloister overlooking the rose garden to the north. You have 		
CF | walked it many times, seeking to waste the excesses of time at your 		
CF | disposal. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, let's explore this castle."
		Jacqueline says, "I have to admit I'm gonna bumble around to find the unfound rooms."
		DavidW asks, "north from here?"
		Jacqueline says, "Well, once sec. Getting a map."
		Jacqueline says, "Uh. Oh. Map is spoilery."
		Jacqueline says, "I only saw one thing, but now I don't wanna look at the map."
		Jacqueline says, "Closing the map, backing away."
		DavidW says, "Mrs Potts Boudoir Where She Spills The Tea"
		Jacqueline says, "my"
		Jacqueline says, "Between you and the obscene gargoyle, we are so flirting with a warning for the transcript (kidding)"
		Jacqueline says, "I'm going to go back to the start of the castle, explore from there."
Jacqueline says (to ClubFloyd), "rooms" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > ROOMS 		
CF | 		
CF | Thus far you have visited the Drawbridge, the Entrance Hall, the 		
CF | Scarlet Gallery, the Scarlet Tower, the Gallery of Historical 		
CF | Paintings, the Treasure Room, the Room with the Labyrinth Floor, the 		
CF | Central Courtyard, the Ground Floor Helical Staircase, the Upstairs 		
CF | Helical Staircase, the Great Dining Hall, Cloister Walk, Walk's End, 		
CF | Rose Garden, the Scrying Room, the Enormous Kitchen, the Servant 		
CF | Quarters, the Guard Tower, the Private Parlor, the Green Bedroom, the 		
CF | Guest Bedroom, the Empty Bedroom, the Crystal Bedroom and the Gilded 		
CF | Balcony. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to entrance" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 24/55 SW S 		
CF | 		
CF | > GO TO ENTRANCE 		
CF | 		
CF | You head east to walk's end. Then south to the scrying room. Then west 		
CF | to the treasure room. Then southwest to the scarlet gallery. And 		
CF | finally west to the entrance hall. 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. Somewhere in this maze, he 		
CF | waits; and he should be told as soon as possible that you did return. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Guard Tower NE 		
CF ] Main Castle . 		
CF ] Rooms searched: 24/55 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Guard Tower 		
CF | A round tower offering protection to the drawbridge. It is less cheery 		
CF | and more strongly fortified than the Scarlet Tower, and offers little 		
CF | by way of a view. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 24/55 SW S 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. Somewhere in this maze, he 		
CF | waits; and he should be told as soon as possible that you did return. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 24/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Central Courtyard 		
CF | Open to a grey sky, from which a light rain falls. You have never seen 		
CF | the courtyard otherwise: it rains in every season, winter or summer, 		
CF | no matter what lies beyond the moat. 		
CF | 		
CF | The castle proper opens both north and south, and to the east a 		
CF | helical staircase ascends to the roof. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 25/55 SW S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | State Rotunda 		
CF | Built for the bureaucratic offices of the palace. Inlaid in the floor 		
CF | is the map of all the lands that once this palace commanded; and from 		
CF | the stains and driblets of wax, it is clear to you that someone at 		
CF | some time thought it useful to set a candle at the map's center, and 		
CF | observe the result. 		
CF | 		
CF | > 		DavidW asks, "Does it help to close the main gate?"
		Jacqueline exclaims, "There we go. New room!"
		DavidW says, "I don't remember this one today."
		Jacqueline says, "Yeah. The room count went up."
		DavidW asks, "Is there a candle on the map?"
		Jacqueline asks, "So why was this being guarded, other than as a way of gatekeeping our exploration?"
Jacqueline says (to ClubFloyd), "x candle" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 25/55 SW S 		
CF | 		
CF | > X CANDLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wax" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 25/55 SW S 		
CF | 		
CF | > X WAX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x map" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 25/55 SW S 		
CF | 		
CF | > X MAP 		
CF | 		
CF | Since the lands of the Kingdom were once quite dispersed the 		
CF | cartographer has, from indolence, fancy, or an urge to flatter, 		
CF | omitted all the territories that intervened, so that here floating in 		
CF | a cherry-wood sea are the State of Medici-Credenza; the Emirate of 		
CF | Elzibad; the Equine Protectorate of Argos; a goodly portion of Essex; 		
CF | and Malta, the only true island of the lot. 		
CF | 		
CF | There is writing around the map's edge, not legible in this light. 		
CF | 		
CF | > 		DavidW says, "Add candle to our shopping list."
		Jacqueline says, "yeah"
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 26/55 D S 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Law Library 		
CF | Many books of precedent line these walls, containing every kind of 		
CF | contract that can be made to bind every kind of soul. 		
CF | 		
CF | A hole in the floor descends to the other, less savory portion of this 		
CF | place. 		
CF | 		
CF | You can see a great contract book here. 		
CF | 		
CF | > 		Jacqueline says, "Every kind of contract to bind every kind of soul. Nice. Cheerful."
Jacqueline says (to ClubFloyd), "x book" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 26/55 D S 		
CF | 		
CF | > X BOOK 		
CF | 		
CF | The runes are unfamiliar to you, but you know what the book is: a 		
CF | record of all the contracts of all the souls enslaved to the king of 		
CF | this castle. 		
CF | 		
CF | You caught him staring at you once. "Your clothing is wearing out. 		
CF | I'll look up a seamstress in the contract book for you." 		
CF | 		
CF | You plucked the erring sleeve back into place. "You needn't," you 		
CF | said. "I don't mind." 		
CF | 		
CF | "Yes, but I do," he snapped. "I was once a -- the polite term would be 		
CF | a connoisseur of ladies -- and it is not a taste that goes away. So 		
CF | for everyone's sanity it would be best if you went about fully 		
CF | clothed." 		
CF | 		
CF | You avoided him for three days, after that incident. But your gowns 		
CF | were all replaced. 		
CF | 		
CF | > 		Knight_Otu asks, "A great book on contracts, or a book on great contracts?"
		Jacqueline says, "I dunno, but it's pretty great."
Jacqueline says (to ClubFloyd), "take book" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 26/55 D S 		
CF | 		
CF | > TAKE BOOK 		
CF | 		
CF | You acquire the great contract book. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read book" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 26/55 D S 		
CF | 		
CF | > READ BOOK 		
CF | 		
CF | The words are in a language you don't understand: even the Beast had 		
CF | to take it to the translation room to make any sense of it. 		
CF | 		
CF | > 		Jacqueline says, "The... translation room."
		Knight_Otu says, "Sounds handy to have."
		Jacqueline says, "It does."
		Jacqueline asks, "I'm afraid to go down but should we?"
		Jacqueline says, "We are wearing our helmet."
		MoyTravis says, "That's how you know you have too many rooms and too few occupants, when you've got a translation room."
		Knight_Otu says, "We probably need to at one point."
		Jacqueline | [LINK]
Jacqueline says (to ClubFloyd), "d" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 26/55 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | Though a dim light filters down from the law library, you can see 		
CF | almost nothing of the contents of your current location. You find 		
CF | yourself concentrating all the more alertly on your hearing, as though 		
CF | the slightest echo might offer a clue. 		
CF | 		
CF | You hear your own steady breathing, and some dry sifting from the 		
CF | north. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		Jacqueline says, "oho"
		Jacqueline says, "That baker, still sifting the flour in the dark."
		Knight_Otu says, "Those tunnels are branching out more than I expected."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 26/55 D S 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Law Library 		
CF | Many books of precedent line these walls, containing every kind of 		
CF | contract that can be made to bind every kind of soul. 		
CF | 		
CF | A hole in the floor descends to the other, less savory portion of this 		
CF | place. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 26/55 D S 		
CF | 		
CF | > N 		
CF | 		
CF | You walk far enough in to get a view of sand falling in a huge 		
CF | hourglass. Though it is only a thin stream, it sounds louder than it 		
CF | should: the noise, magnified by your helmet, becomes too much to bear, 		
CF | and you retreat. 		
CF | 		
CF | > 		Jacqueline says, "huh"
Jacqueline says (to ClubFloyd), "remove helmet" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 26/55 D S 		
CF | 		
CF | > REMOVE HELMET 		
CF | 		
CF | You lift the helmet from your head, and the sudden quiet feels like 		
CF | going deaf. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Lower Bulb U 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 27/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Lower Bulb 		
CF | In this very tall room, like a silo, is a glass of running sand: not 		
CF | an hourglass, or even a dayglass, but a timer whose duration you do 		
CF | not know. A whole Sahara has poured into its lower chamber, but the 		
CF | trickle from above continues, very fine. 		
CF | 		
CF | Around the outside of this contraption ascends a wooden staircase. 		
CF | 		
CF | > 		Knight_Otu asks, "Well, I guess that's the sifting noise?"
		Jacqueline says, "Yeah"
		Jacqueline says, "Just echoing through the floor, perhaps."
		DavidW asks, "How are we seeing this now?"
		Jacqueline says, "We are back upstairs."
		Jacqueline says, "This is from the room with the great book of contracts."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 28/55 D SW 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Upper Bulb 		
CF | In the upper chamber, you find, there is almost as much sand as there 		
CF | is below; indeed for all you can tell the flow might be eternal. 		
CF | 		
CF | Nearby an ivory door leads southwest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 28/55 D SW 		
CF | 		
CF | > SW 		
CF | 		
CF | (first opening the ivory door) 		
CF | (first unlocking the ivory door) 		
CF | You lack a key that fits the ivory door. 		
CF | 		
CF | > 		Jacqueline says, "mmkay"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Gallery of Still Life 		
CF | Natural light from the south -- coming in from the courtyard, you 		
CF | suppose, though you are too short to see out -- illuminates a series 		
CF | of still life paintings on the north wall: one showing the Wedding 		
CF | Treasure when Lucrezia arrived from Medici-Credenza, the other rather 		
CF | fancifully entitled Supper with M. 		
CF | 		
CF | Nearby a heavy door leads east. 		
CF | 		
CF | And here Beast lies, sprawled on the ground as if he'd fallen. 		
CF | 		
CF | "Nothing bad will happen for the first seven days," he said, when you 		
CF | left. 		
CF | 		
CF | And yet here he is, looking very nearly dead. 		
CF | 		
CF | > 		Roger says, "helllllo sailor"
		MoyTravis says, "Oh THERE he is. Finally."
		Knight_Otu says, "Nearly dead, yet still life."
		Roger says, "I swear you'd starve to death without me around"
		Jacqueline asks, "Should I kiss him?"
		MoyTravis says, "Sure, why not."
		DavidW says, "examine him first"
Jacqueline says (to ClubFloyd), "x beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > X BEAST 		
CF | 		
CF | He looks starved, unwell, near death, in fact. He will need to be 		
CF | given food before he will properly revive -- and who knows what 		
CF | else... 		
CF | 		
CF | It baffles you to find him in this condition, when he could easily 		
CF | have gotten whatever he needed in the kitchen. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "kiss beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > KISS BEAST 		
CF | 		
CF | You press your mouth to his cold one, and catch the strange scent of 		
CF | night woods, cinnamon, and blood copper. 		
CF | 		
CF | He does not stir. 		
CF | 		
CF | > 		Jacqueline says, "Mmmm. Kinda sexy. But probably we should feed him."
		DavidW says, "search him; maybe he has a key."
Jacqueline says (to ClubFloyd), "search beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > SEARCH BEAST 		
CF | 		
CF | He sleeps, or inhabits some state deeper than sleep. 		
CF | 		
CF | > 		Jacqueline says, "We did not find so much as a potato in the kitchen"
		DavidW says, "I guess fetch him a sandwich."
		Jacqueline says, "I think we're gonna need to take the book to the translation room and conjure a chef to make a sammich."
		DavidW says, "Maybe there's a ghost cook we can summon."
		Knight_Otu says, "There was mention of a bell that would summon the kitchen staff, in the upper rooms. Maybe we can access those rooms now."
		Jacqueline says, "Oh true."
Jacqueline says (to ClubFloyd), "rooms" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > ROOMS 		
CF | 		
CF | Thus far you have visited the Drawbridge, the Entrance Hall, the 		
CF | Scarlet Gallery, the Scarlet Tower, the Gallery of Historical 		
CF | Paintings, the Treasure Room, the Room with the Labyrinth Floor, the 		
CF | Central Courtyard, the Ground Floor Helical Staircase, the Upstairs 		
CF | Helical Staircase, the State Rotunda, the Law Library, the Lower Bulb, 		
CF | the Upper Bulb, the Great Dining Hall, Cloister Walk, Walk's End, Rose 		
CF | Garden, the Scrying Room, the Enormous Kitchen, the Servant Quarters, 		
CF | the Guard Tower, the Gallery of Still Life, the Private Parlor, the 		
CF | Green Bedroom, the Guest Bedroom, the Empty Bedroom, the Crystal 		
CF | Bedroom and the Gilded Balcony. 		
CF | 		
CF | > 		DavidW says, "A dinner bell! Capital."
Jacqueline says (to ClubFloyd), "go to parlor" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 29/55 SW S SE 		
CF | 		
CF | > GO TO PARLOR 		
CF | 		
CF | You head west to the upper bulb. Then down to the lower bulb. Then 		
CF | east to the state rotunda. Then south to the central courtyard. Then 		
CF | east to the ground floor helical staircase. Then up to the upstairs 		
CF | helical staircase. And finally east to the private parlor. 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby an open heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		Knight_Otu asks, "I would guess the room north of the dining room?"
		Knight_Otu says, "That was one of the blocked rooms."
		Jacqueline says, "oh, or that, yeah"
		Jacqueline asks, "There was also a blocked room here, though, right?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 29/55 SW S SE 		
CF | 		
CF | > N 		
CF | 		
CF | You get far enough to glimpse an open heavy door before being 		
CF | overcome: you reel back from a smell of roses and death, so powerful 		
CF | that you can't go forward. Until there's a breeze through here, you 		
CF | won't be able to stand being in the place. 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby an open heavy door leads north. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		Jacqueline says, "Oh no. That's the stinky room."
		Knight_Otu says, "yeah, the stinky one."
		Jacqueline asks, "I think the others are bedrooms and the landing to the stairs, right?"
		Jacqueline says, "Yeah."
		Knight_Otu says, "I think so, yeah."
Jacqueline says (to ClubFloyd), "go to dining room" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 29/55 SW S SE 		
CF | 		
CF | > GO TO DINING ROOM 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		Knight_Otu says, "Dining hall."
Jacqueline says (to ClubFloyd), "go to dining hall" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > GO TO DINING HALL 		
CF | 		
CF | You head west to the upstairs helical staircase. Then down to the 		
CF | ground floor helical staircase. Then west to the central courtyard. 		
CF | Then south to the entrance hall. And finally west to the great dining 		
CF | hall. 		
CF | 		
CF | Great Dining Hall 		
CF | Such a long hall that the soup might get cold between one end and the 		
CF | other. You and he used only the far west end, nearest the kitchen. 		
CF | Once you took to dining together at all, that is; the first few months 		
CF | he brought trays to your room, while you hid. 		
CF | 		
CF | But then you took to eating here; and at the end of every meal he 		
CF | would stand up formally and ask his question. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Law Library 		
CF | Many books of precedent line these walls, containing every kind of 		
CF | contract that can be made to bind every kind of soul. 		
CF | 		
CF | A hole in the floor descends to the other, less savory portion of this 		
CF | place. 		
CF | 		
CF | > 		Knight_Otu says, "..."
		Jacqueline says, "oh"
		Knight_Otu says, "I have no map of this place in my head."
Jacqueline says (to ClubFloyd), "think about bell" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > THINK ABOUT BELL 		
CF | 		
CF | The Beast's collection of bells lives upstairs in the bell room, and 		
CF | provides him more or less whatever he needs, by summoning the servants 		
CF | indentured to his house. You have yet to discover any task, however 		
CF | menial or obscure, for which there is not some slave or other 		
CF | recorded. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to bell room" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > GO TO BELL ROOM 		
CF | 		
CF | You can't think how to get there from here. 		
CF | 		
CF | > 		Jacqueline makes a grumpy noise.
		DavidW says, "we haven't seen the bell room yet."
		Jacqueline says, "No."
		Jacqueline asks, "I guess it's on the other side of the stiny rose room?"
		DavidW says, "dial 0"
Jacqueline says (to ClubFloyd), "think about heavy door" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > THINK ABOUT HEAVY DOOR 		
CF | 		
CF | There's nothing more you need to do about the heavy door. 		
CF | 		
CF | > 		Jacqueline says, "Need a breeze"
DavidW says (to ClubFloyd), "think about wind" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > THINK ABOUT WIND 		
CF | 		
CF | You can't think of anything further on the topic. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "think about wind" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > THINK ABOUT WIND 		
CF | 		
CF | You can't think of anything further on the topic. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "think about breeze" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > THINK ABOUT BREEZE 		
CF | 		
CF | Rooms with a strong smell will sometimes air out when doors at both 		
CF | sides are opened, allowing a breeze to go through. 		
CF | 		
CF | > 		DavidW says, "oh, so if you find another stinky door..."
		Jacqueline says, "Well, yeah, we just need to open the heavy door."
		Jacqueline says, "I was thinking we were coming in through the heavy door, but upon rereading, the heavy door is a thing we glimpse as we start to walk into the room."
		Jacqueline asks, "We have some rooms as yet unexplored aside from that, I think?"
		Knight_Otu says, "We do."
		DavidW says, "There may be more rooms near the bulbs and still life gallery"
Jacqueline says (to ClubFloyd), "rooms" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 29/55 D S 		
CF | 		
CF | > ROOMS 		
CF | 		
CF | Thus far you have visited the Drawbridge, the Entrance Hall, the 		
CF | Scarlet Gallery, the Scarlet Tower, the Gallery of Historical 		
CF | Paintings, the Treasure Room, the Room with the Labyrinth Floor, the 		
CF | Central Courtyard, the Ground Floor Helical Staircase, the Upstairs 		
CF | Helical Staircase, the State Rotunda, the Law Library, the Lower Bulb, 		
CF | the Upper Bulb, the Great Dining Hall, Cloister Walk, Walk's End, Rose 		
CF | Garden, the Scrying Room, the Enormous Kitchen, the Servant Quarters, 		
CF | the Guard Tower, the Gallery of Still Life, the Private Parlor, the 		
CF | Green Bedroom, the Guest Bedroom, the Empty Bedroom, the Crystal 		
CF | Bedroom and the Gilded Balcony. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to still life" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > GO TO STILL LIFE 		
CF | 		
CF | You head north to the lower bulb. Then up to the upper bulb. And 		
CF | finally east to the gallery of still life. 		
CF | 		
CF | Gallery of Still Life 		
CF | Natural light from the south -- coming in from the courtyard, you 		
CF | suppose, though you are too short to see out -- illuminates a series 		
CF | of still life paintings on the north wall: one showing the Wedding 		
CF | Treasure when Lucrezia arrived from Medici-Credenza, the other rather 		
CF | fancifully entitled Supper with M. 		
CF | 		
CF | Nearby a heavy door leads east. 		
CF | 		
CF | And here Beast lies, sprawled on the ground as if he'd fallen. 		
CF | 		
CF | > 		Jacqueline says, "AHA"
Jacqueline says (to ClubFloyd), "open heavy door" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > OPEN HEAVY DOOR 		
CF | 		
CF | You open the heavy door. 		
CF | 		
CF | With both doors open, a breeze begins to blow through the smelly area. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x paintins" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > X PAINTINS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x paintings" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > X PAINTINGS 		
CF | 		
CF | Which do you mean, Wedding Treasure or Supper with M? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wedding treasure" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > X WEDDING TREASURE 		
CF | 		
CF | A table tastefully laid with possessions of power or personal worth, 		
CF | brought by Lucrezia as gifts from her father: an inkpot, a helmet, a 		
CF | green girdle stitched with vines, a curious pair of cloven shoes. 		
CF | 		
CF | The worst of rose stink has mostly gone, now. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x supper" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 29/55 		
CF | 		
CF | > X SUPPER 		
CF | 		
CF | A table nicely laid out with white linen and napkins, bread and fruit; 		
CF | and a spoon with a very, very long handle. 		
CF | 		
CF | > 		Jacqueline asks, "Shall we go east?"
		Knight_Otu says, "Sure."
		DavidW says, "yes"
Jacqueline says (to ClubFloyd), "e" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | White Gallery 		
CF | Of more recent construction than many another portion of the castle, 		
CF | and therefore light and airy, and a pleasant place to spend a few 		
CF | hours. 		
CF | 		
CF | Nearby an open heavy door leads west to the gallery of still life. 		
CF | 		
CF | Placed where it will have the most light on the board for the longest 		
CF | time is a mechanical chessplayer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x chessplayer" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > X CHESSPLAYER 		
CF | 		
CF | The chessplayer wears a turban, and in its wooden fingers grasps the 		
CF | head of the black bishop. Whatever move it contemplates has yet to 		
CF | occur. 		
CF | 		
CF | The Beast brought it out for you to play against, when other 		
CF | entertainment palled. You lost consistently until he came and roared 		
CF | at it; and afterwards began to win. The suspicion that it was throwing 		
CF | games made you a bit reluctant to make use of it, in the end. 		
CF | 		
CF | The mechanical chessplayer is currently switched off. 		
CF | 		
CF | > 		Knight_Otu asks, "Just suspicion?"
		Jacqueline says, "heh"
		Jacqueline says, "Circumstantial, but... yeah"
Jacqueline says (to ClubFloyd), "turn on chessplayer" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > TURN ON CHESSPLAYER 		
CF | 		
CF | You throw the switch hopefully, but nothing happens -- in fact, the 		
CF | switch flops loosely back into its old position, plainly connected to 		
CF | nothing. 		
CF | 		
CF | > 		Jacqueline asks, "Is all the magic gone now?"
		Knight_Otu says, "The magic has left the world."
		DavidW asks, "Or clockwork is missing a cog?"
		Jacqueline says, "Possibly."
DavidW says (to ClubFloyd), "x switch" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > X SWITCH 		
CF | 		
CF | The chessplayer wears a turban, and in its wooden fingers grasps the 		
CF | head of the black bishop. Whatever move it contemplates has yet to 		
CF | occur. 		
CF | 		
CF | The Beast brought it out for you to play against, when other 		
CF | entertainment palled. You lost consistently until he came and roared 		
CF | at it; and afterwards began to win. The suspicion that it was throwing 		
CF | games made you a bit reluctant to make use of it, in the end. 		
CF | 		
CF | The mechanical chessplayer is currently switched off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bishop" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > X BISHOP 		
CF | 		
CF | The chessplayer wears a turban, and in its wooden fingers grasps the 		
CF | head of the black bishop. Whatever move it contemplates has yet to 		
CF | occur. 		
CF | 		
CF | The Beast brought it out for you to play against, when other 		
CF | entertainment palled. You lost consistently until he came and roared 		
CF | at it; and afterwards began to win. The suspicion that it was throwing 		
CF | games made you a bit reluctant to make use of it, in the end. 		
CF | 		
CF | The mechanical chessplayer is currently switched off. 		
CF | 		
CF | > 		Jacqueline says, "15 rooms."
DavidW says (to ClubFloyd), "look under chessplayer" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > LOOK UNDER CHESSPLAYER 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "think about chesssplayer" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > THINK ABOUT CHESSSPLAYER 		
CF | 		
CF | Sorry, there is nothing to say about that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > L 		
CF | 		
CF | White Gallery 		
CF | Of more recent construction than many another portion of the castle, 		
CF | and therefore light and airy, and a pleasant place to spend a few 		
CF | hours. 		
CF | 		
CF | Nearby an open heavy door leads west to the gallery of still life. 		
CF | 		
CF | Placed where it will have the most light on the board for the longest 		
CF | time is a mechanical chessplayer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "think about food" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > THINK ABOUT FOOD 		
CF | 		
CF | The beast seems to be suffering extreme hunger. 		
CF | 		
CF | Shall I go on? > 		Jacqueline asks, "I dunno. Shall she go on?"
		DavidW asks, "So why was this room blocked?"
		Knight_Otu asks, "I guess not yet?"
		Jacqueline says (to DW), "Stinky rose smell."
Jacqueline says (to ClubFloyd), "n" 		
CF ] White Gallery 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 30/55 		
CF | 		
CF | > N 		
CF | 		
CF | > 		DavidW asks, "Narratively or puzzlewise, why?"
		Knight_Otu says, "There's still some more to explore I believe."
		Jacqueline says, "We gotta find the bell room, yeah"
DavidW says (to ClubFloyd), "e" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 31/55 S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Bellroom 		
CF | Kept, conveniently, close to where the masters of the house would once 		
CF | have slept. There are bells large and small, clappers, tambourines, 		
CF | and gongs. Most of these you have never seen used at all. 		
CF | 		
CF | Roses from the garden below have crept up to grow around the north 		
CF | window, lending a sickly smell to the place. 		
CF | 		
CF | Nearby an open heavy door leads south to the private parlor. 		
CF | 		
CF | Catching your eye among many other unfamiliar items are some iron 		
CF | windchimes, a little gold dinner bell, and a silver bell. 		
CF | 		
CF | > 		Jacqueline says, "And the translation room"
		Roger asks, "didn't we find a whole dinner?"
		DavidW says, "Found a bell room"
		Jacqueline says, "We found a dining hall"
		Jacqueline says, "oh"
		Jacqueline says, "So we did"
		Jacqueline says, "And there's our rose smell"
		DavidW says, "Three exits from here too."
		Jacqueline says, "Though, I gotta say, this is one of those puzzles where I'm just, like, "Really? We couldn't weather the smell of strong roses enough to enter the room?""
		DavidW says, "We definitely want that dinner bell."
		Knight_Otu says, "So I guess the chimes returned to here."
		DavidW says, "Smell of roses and DEATH."
		Jacqueline says, "Death smell is not that bad."
		DavidW says, "True."
		Jacqueline says, "I mean, at least to me. I guess it is to many."
		Jacqueline asks, "So dinner bell dinner bell dinner bell ring?"
		DavidW says, "please"
		Knight_Otu says, "Sounds like it."
Jacqueline says (to ClubFloyd), "rung dinner bell" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 31/55 S 		
CF | 		
CF | > RUNG DINNER BELL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring dinner bell" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 31/55 S 		
CF | 		
CF | > RING DINNER BELL 		
CF | 		
CF | You ring the bell, but those who might hear and heed it are not close 		
CF | enough. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take dinner bell" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 31/55 S 		
CF | 		
CF | > TAKE DINNER BELL 		
CF | 		
CF | You acquire the little gold dinner bell, and assess it curiously. 		
CF | 		
CF | It is the dinner summons, and particularly familiar to you. 		
CF | 		
CF | > 		DavidW asks, "oh, take it to the kitchen or the dining hall, I guess?"
		Jacqueline says, "Gonna also take the silver bell"
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 31/55 S 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | iron windchimes: You acquire the iron windchimes. 		
CF | silver bell: You acquire the silver bell, and assess it curiously. 		
CF | 		
CF | It bears the stamp of a lamplighter. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah and yeah."
		Knight_Otu exclaims, "Lamplighter!"
		Jacqueline exclaims, "Lamplighter!"
		DavidW says, "sure. Summon goodness knows what."
		Knight_Otu says, "Jinx."
Jacqueline says (to ClubFloyd), "go to dining hall" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > GO TO DINING HALL 		
CF | 		
CF | You head west to the white gallery. Then west to the gallery of still 		
CF | life. Then west to the upper bulb. Then down to the lower bulb. Then 		
CF | south to the law library. And finally south to the great dining hall. 		
CF | 		
CF | Great Dining Hall 		
CF | Such a long hall that the soup might get cold between one end and the 		
CF | other. You and he used only the far west end, nearest the kitchen. 		
CF | Once you took to dining together at all, that is; the first few months 		
CF | he brought trays to your room, while you hid. 		
CF | 		
CF | But then you took to eating here; and at the end of every meal he 		
CF | would stand up formally and ask his question. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring dinner bell" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > RING DINNER BELL 		
CF | 		
CF | You ring the bell hopefully, but apparently it only works in the 		
CF | Kitchen itself. 		
CF | 		
CF | > 		MoyTravis asks, "...is that a reference to something?"
Jacqueline says (to ClubFloyd), "go to kitchen" 		
CF ] Enormous Kitchen N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > GO TO KITCHEN 		
CF | 		
CF | You head west to the enormous kitchen. 		
CF | 		
CF | Enormous Kitchen 		
CF | Haunted with the spirits of chefs past, generations and generations of 		
CF | culinary geniuses; one can never predict its whimsies. 		
CF | 		
CF | > 		Jacqueline asks (of Travis), "Which? Lamplighter?"
		MoyTravis says, "Yeah."
		MoyTravis asks, "Like, it's a job, right...?"
		Jacqueline says, "I think KO and I are both thinking it's to summon someone who will light our way"
		MoyTravis says, "Oh! Ooooh."
		Knight_Otu says (to Moy), "I think we're hoping for .. right."
Jacqueline says (to ClubFloyd), "ring dinner bell" 		
CF ] Enormous Kitchen N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > RING DINNER BELL 		
CF | 		
CF | The little gold dinner bell tinkles gaily: as in automatic response, 		
CF | your stomach rumbles. There will be a feast, now, waiting for you in 		
CF | the dining hall. 		
CF | 		
CF | As for the gold bell, it returns to its place. 		
CF | 		
CF | > 		DavidW says, "Lamplighter was a profession for people who lit lamps."
Jacqueline says (to ClubFloyd), "go to dining hall" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > GO TO DINING HALL 		
CF | 		
CF | You head east to the great dining hall. 		
CF | 		
CF | Great Dining Hall 		
CF | Such a long hall that the soup might get cold between one end and the 		
CF | other. You and he used only the far west end, nearest the kitchen. 		
CF | Once you took to dining together at all, that is; the first few months 		
CF | he brought trays to your room, while you hid. 		
CF | 		
CF | But then you took to eating here; and at the end of every meal he 		
CF | would stand up formally and ask his question. 		
CF | 		
CF | A considerable feast is set out on a platter as big as a shield. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take food" 		
CF ] Great Dining Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > TAKE FOOD 		
CF | 		
CF | You acquire the feast, and assess it curiously. 		
CF | 		
CF | A platter heaped with -- why, you must this time have woken the chefs 		
CF | of King Yggdram the Piscine: it is pickled whitefish and wilted 		
CF | greens, hot soup made from leviathan's bones, and other dishes you do 		
CF | not recognize, made of things that have not grown in this vicinity for 		
CF | many a year. 		
CF | 		
CF | Perhaps he will feel better when he has eaten, you reflect. He has 		
CF | always had a large appetite -- the result of his change in form, he 		
CF | tells you. 		
CF | 		
CF | He used to mock your dainty eating, and sit at table long after your 		
CF | plate was empty; and make a game of guessing foods that might tempt 		
CF | you to eat even a little more; vanishing into the kitchen to instruct 		
CF | the staff, and returning a little later; saying roguishly, "This, I 		
CF | think you will like..." 		
CF | 		
CF | In your defense, you never had sugared violets at home. 		
CF | 		
CF | > 		Jacqueline says, "hahaha"
		Jacqueline says, "I'm sorry, but, 'You acquire the feast, and assess it curiously' is amusing."
		Knight_Otu says, "It is better than a simple "Taken. Examining it.""
		DavidW says, "go to beast or to still life"
		Jacqueline says, "yeah. It's just that that phrasing worked well for a little bell. It's weird when you're taking a whole feast."
Jacqueline says (to ClubFloyd), "go to beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > GO TO BEAST 		
CF | 		
CF | You head north to the law library. Then north to the lower bulb. Then 		
CF | up to the upper bulb. And finally east to the gallery of still life. 		
CF | 		
CF | Gallery of Still Life 		
CF | Natural light from the south -- coming in from the courtyard, you 		
CF | suppose, though you are too short to see out -- illuminates a series 		
CF | of still life paintings on the north wall: one showing the Wedding 		
CF | Treasure when Lucrezia arrived from Medici-Credenza, the other rather 		
CF | fancifully entitled Supper with M. 		
CF | 		
CF | Nearby an open heavy door leads east to the white gallery. 		
CF | 		
CF | And here Beast lies, sprawled on the ground as if he'd fallen. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "feed the beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > FEED THE BEAST 		
CF | 		
CF | (the feast) 		
CF | With great care, you feed the soup to the Beast. So much spills that 		
CF | you doubt whether you are making any progress; then he swallows. 		
CF | 		
CF | "You are ornery," he says. "I guaranteed your return -- you know what 		
CF | that means?" 		
CF | 		
CF | "That if I had not come back, you would have died," you reply. 		
CF | 		
CF | "That is only a small part of what would have happened. The other 		
CF | contracts would have unraveled, the servant souls freed." 		
CF | 		
CF | You frown at him. "I've been trying to use you to this purpose for 		
CF | years," he says, touching your cheek. "But you wouldn't go. 		
CF | I'm touched that you came back for me -- really, I can't tell you how 		
CF | much -- but you've ruined the plan." 		
CF | 		
CF | "Is there a way to set them free that doesn't kill you?" you ask. 		
CF | 		
CF | He looks startled. "Not for me," he says. "There's a room in the 		
CF | basement below the rose garden I can't get into. Lucrezia's room. 		
CF | You'll need to get in, search the crypt, find a way to destroy the 		
CF | contracts book... there are places in the castle I cannot enter, 		
CF | because she sealed them against all her descendants. But you are not 		
CF | one of her descendants, so--" He chuckles weakly at some joke, but he 		
CF | hands you an iron key. "You'll need the shoes." 		
CF | 		
CF | "Would that lift the curse on you, too, do you think?" you ask. 		
CF | 		
CF | "Unlikely. That is another matter. Less happy." After a moment he 		
CF | begins to sleep again. 		
CF | 		
CF | > 		Jacqueline says, "Yes. Feed the beast the feast. It is a poem."
		DavidW says, "Turns out he DID have a key."
		Knight_Otu exclaims, "We ruined his well-laid plans!"
		Jacqueline says, "Damn. We suck."
		MoyTravis asks, "...well, sure, but like, you probably could have just asked?"
		Jacqueline says, "He was probably unable to ask due to the curse."
		Jacqueline says, "Curses sometimes be like that."
		MoyTravis says, "Life if we could set them free just by snooping around I'm sure you could've just said "hey can you do that please""
		MoyTravis asks, "But isn't the curse still on him?"
		Knight_Otu says, "I think though we've reached a good stopping point for the day."
		MoyTravis says, "Yeah that seems like a good stopping point."
		Jacqueline says, "Well, the curse is weaker now? Work with me, here, Travis."
		MoyTravis says, "Sure, sure. He's only half beast, now."
		Jacqueline says, "I agree. I was just going to suggest that. Looking forward to the next part, though."
		Jacqueline says, "I'm very glad for our special room now, since we can't save."
		MoyTravis says, "Half man...HALF BEAST! Beauty and the Only Sort of a Beast."
		Jacqueline says, "So here's to hoping that the mud don't crash."
		Jacqueline says, "But it probably won't."
		Jacqueline says, "Even though I've said this out loud."
		MoyTravis asks, "Has it before?"
		Knight_Otu says, "Yeah, that would suck."
		Jacqueline says, "It does sometimes reset, yeah."
		Jacqueline says, "But most weeks we come back to find that we forgot to turn the game off and it's still running."
		MoyTravis says, "Well that would be unfortunate."
		Jacqueline says, "So it's probably fine."
		Jacqueline exclaims, "See y'all next week!"
		MoyTravis says, "Cya'll '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. 		Knight_Otu says, "Uptime:0866d"
Roger disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		Jacqueline says, "Yeah."
		Knight_Otu says, "I think it'll be fine."
		Jacqueline grins and raises her eyebrows.
		Knight_Otu exclaims, "Good night, and stay safe!"
		Jacqueline says, "You too"
		
*** SESSION TWO *** 		
		DavidW says, "Almost time."
		Roger says, "more bronzin', I reckon"
		DavidW says, "Oh good. That means I won't be expected to drive."
		MoyTravis asks, "...what were we doing last time, anyways?"
		DavidW says, "Bronze"
		MoyTravis asks, "Oh! Beauty and the Beast?"
		DavidW says, "yes"
		DavidW says, "We found the Beast, then some bells."
		MoyTravis says, "Riiiiiight. We need to do the...thing, so that we can uncurse everything."
		DavidW says, "And gave a feast to the Beast"
		Knight_Otu says, "Then we belled up some food for the starving beast."
		Jacqueline says (to Travis), "Yes. We need to uncurse all the things."
		DavidW says, "I forget what else we were doing, and I still don't have a map of the place."
		Knight_Otu asks, "He gave us a key as I remember, which should be for the cage in the Treasure room. We need those shoes I think?"
		Jacqueline | "Is there a way to set them free that doesn't kill you?" you ask.
		Jacqueline | He looks startled. "Not for me," he says. "There's a room in the
		Jacqueline | basement below the rose garden I can't get into. Lucrezia's room.
		Jacqueline | You'll need to get in, search the crypt, find a way to destroy the
		Jacqueline | contracts book... there are places in the castle I cannot enter,
		Jacqueline | because she sealed them against all her descendants. But you are not
		Jacqueline | one of her descendants, so--" He chuckles weakly at some joke, but he
		DavidW says, "I don't remember if we tried the key with the cage or not."
		Jacqueline | hands you an iron key. "You'll need the shoes."
		Jacqueline says, "Oops. One more line was still in there. So that's the missive we got."
		Knight_Otu says, "Huh, almost word for word."
		Knight_Otu says, "We stopped just after getting the key, so we didn't try it."
		DavidW says, "ah"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an iron key 		
CF | a silver bell 		
CF | some iron windchimes 		
CF | a great contract book 		
CF | a small key (which opens the iron windchimes and the small door) 		
CF | a shackle 		
CF | some discarded embroidery materials 		
CF | a helmet 		
CF | 		
CF | > 		Jacqueline asks, "So, go to the treasure room?"
		DavidW says, "sure"
		MoyTravis says, "Sure."
		Knight_Otu says, "Also, I tried mapping to see which rooms have unvisited exists. I'm counting four that are open, and one that requires a key."
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "go to treasure room" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 31/55 SW 		
CF | 		
CF | > GO TO TREASURE ROOM 		
CF | 		
CF | You head west to the upper bulb. Then down to the lower bulb. Then 		
CF | east to the state rotunda. Then south to the central courtyard. Then 		
CF | south to the entrance hall. Then east to the scarlet gallery. And 		
CF | finally northeast to the treasure room. 		
CF | 		
CF | Treasure Room 		
CF | Locked in an iron cage are the house treasures not in use: the 		
CF | collection consists of a sceptre, a puzzle piece, and a pair of cloven 		
CF | shoes, at present -- he showed them to you one rainy day, telling you 		
CF | their many histories. 		
CF | 		
CF | Nearby an open small door leads east to the scrying room. 		
CF | 		
CF | > 		Knight_Otu says, "(I didn't try to map the dark rooms though.)"
Jacqueline says (to ClubFloyd), "take shoes" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 31/55 SW 		
CF | 		
CF | > TAKE SHOES 		
CF | 		
CF | The iron cage isn't open. 		
CF | 		
CF | > 		DavidW says, "I suppose we'll get light eventually."
Jacqueline says (to ClubFloyd), "opn cage" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 31/55 SW 		
CF | 		
CF | > OPN CAGE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open cage" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 31/55 SW 		
CF | 		
CF | > OPEN CAGE 		
CF | 		
CF | (first unlocking the iron cage) 		
CF | (with the iron key) 		
CF | You open the iron cage. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 31/55 SW 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | sceptre: You acquire the sceptre. 		
CF | puzzle piece: You acquire the puzzle piece. 		
CF | pair of cloven shoes: You acquire the pair of cloven shoes. 		
CF | 		
CF | > 		Knight_Otu says, "We did get that lamplighter bell."
		Jacqueline exclaims (at KO), "Indeed. We could use a lamplighter with a cursed soul to light our way!"
		DavidW asks, "What is the virtue of the shoes?"
		Jacqueline says, "I don't know why the shoes are important aside from the fact that the Beast said they were."
		Knight_Otu asks, "Maybe they were Lucrezia's and we can use them to scry her?"
		DavidW asks, "So we don't know if we'll dance to our death if we wear them?"
		Jacqueline asks (of KO), "Was Lucrezia a cloven-hooved demon thing?"
		Knight_Otu says, "I don't think we ever saw mention of her feet, but I'm not 100% serious, or certain."
		Jacqueline says, "heh"
		Jacqueline says, "So, that lamplighter bell... we found it, but we don't possess it."
		Knight_Otu says, "We did see a portrait of her, of course, and the bench."
		Knight_Otu asks, "Wasn't it the silver one?"
		Jacqueline asks, "Oh, is it?"
Jacqueline says (to ClubFloyd), "x bell" 		
CF ] Treasure Room 		
CF ] Old Castle . E 		
CF ] Rooms searched: 31/55 SW 		
CF | 		
CF | > X BELL 		
CF | 		
CF | It bears the stamp of a lamplighter. 		
CF | 		
CF | > 		Jacqueline says, "Oh, cool."
		Jacqueline asks, "So, should I go to the Rose Garden, then go down into the dark?"
		DavidW says, "Don't forget to use the jigsaw piece."
		Knight_Otu says, "Yeah, maybe the puzzle first."
		Jacqueline asks (of DW), "Oh, want to put the puzzle piece in the puzzle first?"
		Jacqueline says, "Timing."
		DavidW says (to Jacqueline), "Whichever. You can do things in either order."
Jacqueline says (to ClubFloyd), "go to parlor" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 31/55 SW S SE 		
CF | 		
CF | > GO TO PARLOR 		
CF | 		
CF | You head southwest to the scarlet gallery. Then west to the entrance 		
CF | hall. Then north to the central courtyard. Then east to the ground 		
CF | floor helical staircase. Then up to the upstairs helical staircase. 		
CF | And finally east to the private parlor. 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby an open heavy door leads north to the bellroom. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		DavidW says, "The lamplighter business might be more informative. I don't remember."
Jacqueline says (to ClubFloyd), "put puzzle piece in jigsaw puzzle" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 31/55 SW S SE 		
CF | 		
CF | > PUT PUZZLE PIECE IN JIGSAW PUZZLE 		
CF | 		
CF | You snap the final piece into place. 		
CF | 		
CF | Nothing tremendous happens, but the picture is complete. 		
CF | 		
CF | The table is set for two: a robed king, and the devil. Between the two 		
CF | of them is a quill pen, jet black, and a huge book. The dialogue of 		
CF | these two characters is written on tiny gilt scrolls that spool out of 		
CF | their mouths, and this is what you could not read before the jagged 		
CF | piece was found: the devil is saying, "TIME IS ON MY SIDE," to which 		
CF | the king replies, "BUT NOT FOR LONG." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x puzzle" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 31/55 SW S SE 		
CF | 		
CF | > X PUZZLE 		
CF | 		
CF | The table is set for two: a robed king, and the devil. Between the two 		
CF | of them is a quill pen, jet black, and a huge book. The dialogue of 		
CF | these two characters is written on tiny gilt scrolls that spool out of 		
CF | their mouths, and this is what you could not read before the jagged 		
CF | piece was found: the devil is saying, "TIME IS ON MY SIDE," to which 		
CF | the king replies, "BUT NOT FOR LONG." 		
CF | 		
CF | > 		Knight_Otu says, "That's mighty presumptious of the king."
Jacqueline says (to ClubFloyd), "go to rose garden" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 31/55 D S SE 		
CF | 		
CF | > GO TO ROSE GARDEN 		
CF | 		
CF | You head west to the upstairs helical staircase. Then down to the 		
CF | ground floor helical staircase. Then west to the central courtyard. 		
CF | Then south to the entrance hall. Then east to the scarlet gallery. 		
CF | Then northeast to the treasure room. Then east to the scrying room. 		
CF | Then north to walk's end. And finally northwest to rose garden. 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | You can see a stool here. 		
CF | 		
CF | > 		DavidW says, "Reminds me, we want a lit candle in the middle of the mosaic or map so we can read the edge of that as well."
Jacqueline says (to ClubFloyd), "take stool" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 31/55 D S SE 		
CF | 		
CF | > TAKE STOOL 		
CF | 		
CF | You acquire the stool. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Darkness 		
CF | Though a dim light filters down from rose garden, you can see almost 		
CF | nothing of the contents of your current location. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring bell" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > RING BELL 		
CF | 		
CF | The sound echoes; if you had to guess, you would say that a larger 		
CF | space lies somewhere to the southwest. 		
CF | 		
CF | > 		Jacqueline asks, "Well that is also nice but where is my lamplighter?"
		Knight_Otu says, "Hm. Interesting."
		DavidW says, "Guess there's no lamp to light in this location."
		Knight_Otu says, "The dinner bell only worked in the kitchen, so maybe the same applies here."
		Jacqueline asks (of KO), "What location do you think I need to be in?"
		Knight_Otu says, "That, I don't know."
		DavidW asks, "wear the shoes? Also, what's the scepter for?"
		Jacqueline says, "Maybe we make a rainbow to walk across with the sceptre."
Jacqueline says (to ClubFloyd), "wear shoes" 		
CF ] Darkness U 		
CF ] . 		
CF ] Rooms searched: 31/55 		
CF | 		
CF | > WEAR SHOES 		
CF | 		
CF | They emphatically do not fit. You will have to find someone to adjust 		
CF | them, evidently. 		
CF | 		
CF | > 		Roger says, "adjust the shoes or adjust our feet"
		Knight_Otu says, "Yes."
		Jacqueline asks, "God, are we to become the new Beast?"
		MoyTravis asks, "When did Shrek come out?"
		Knight_Otu says, "Who knows."
		Roger says, "did you not even read Beauty and the Beast 2"
		MoyTravis says, "Whoa, 20 years ago."
		DavidW says, "Try ringing the bell in the room with the mosaic."
		Jacqueline says (to Travis), "Time flies when we're not having fun, yeah."
Jacqueline says (to ClubFloyd), "go to mosaic" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 31/55 D 		
CF | 		
CF | > GO TO MOSAIC 		
CF | 		
CF | You head uncertainly in what feels like the right direction, based on 		
CF | dimly apprehended light, and the movements of air 		
CF | 		
CF | Room with the Labyrinth Floor 		
CF | A mosaic floor of black and white, like that of cathedrals, as 		
CF | protection against the spite of the undead: which protection might 		
CF | often have been needed, by those that dwelt here in former times. The 		
CF | way down is at the center of the maze. 		
CF | 		
CF | > 		Knight_Otu says, "Surely you mean yesterday., can't be 20 years already."
		MoyTravis asks, "Oh wow there were 4 Shrek movies?"
Jacqueline says (to ClubFloyd), "ring bell" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 31/55 D 		
CF | 		
CF | > RING BELL 		
CF | 		
CF | You ring the bell, but those who might hear and heed it are not close 		
CF | enough. 		
CF | 		
CF | > 		Jacqueline says, "Yeah. Need the right location."
		DavidW says, "hm."
		Knight_Otu asks, "Servant's Quarters?"
Jacqueline says (to ClubFloyd), "go to quarters" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 31/55 D S 		
CF | 		
CF | > GO TO QUARTERS 		
CF | 		
CF | You head west to the gallery of historical paintings. Then west to the 		
CF | scarlet gallery. Then west to the entrance hall. Then west to the 		
CF | great dining hall. Then west to the enormous kitchen. And finally 		
CF | north to the servant quarters. 		
CF | 		
CF | Servant Quarters 		
CF | Not a room friendly to visitors, it has the air of resentful, martyred 		
CF | suffering. Even His most unpleasant ancestors would not have grudged 		
CF | this place more paint, surely, and more straw for the beds. 		
CF | 		
CF | A decaying ladder leads down. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring bell" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 31/55 D S 		
CF | 		
CF | > RING BELL 		
CF | 		
CF | You ring the bell, but those who might hear and heed it are not close 		
CF | enough. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "go to lamp" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 31/55 D S 		
CF | 		
CF | > GO TO LAMP 		
CF | 		
CF | There is a room here where you might be able to acquire light, but you 		
CF | haven't reached it yet. Try exploring further. 		
CF | 		
CF | > 		Jacqueline says, "Dang, game."
		Jacqueline asks (of KO), "Where were the unexplored doors?"
DavidW says (to ClubFloyd), "x scepter" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 31/55 D S 		
CF | 		
CF | > X SCEPTER 		
CF | 		
CF | Studded with measly turquoises and semi-precious stones. 		
CF | 		
CF | > 		Knight_Otu says, "West of Lower Bulbs, east of study rotunda,"
Jacqueline says (to ClubFloyd), "go to rotunda" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 31/55 SW S 		
CF | 		
CF | > GO TO ROTUNDA 		
CF | 		
CF | You head down to the apprentice's workshop. And finally northeast to 		
CF | the state rotunda. 		
CF | 		
CF | State Rotunda 		
CF | Built for the bureaucratic offices of the palace. Inlaid in the floor 		
CF | is the map of all the lands that once this palace commanded; and from 		
CF | the stains and driblets of wax, it is clear to you that someone at 		
CF | some time thought it useful to set a candle at the map's center, and 		
CF | observe the result. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Parliamentary Chambers 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 32/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Parliamentary Chambers 		
CF | Despite its grand name, this is one of the smaller chambers of the 		
CF | castle, because the kings were never inclined to brook too much 		
CF | advice. On each side of the room are two neat oak benches, seating for 		
CF | perhaps thirty men -- and, more rarely, women, and a few characters 		
CF | who could not be called by either term. 		
CF | 		
CF | > 		Knight_Otu says, "west of upper bulb, andeast of bell room, if I mapped correctly."
DavidW says (to ClubFloyd), "x table" 		
CF ] Parliamentary Chambers 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 32/55 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x benches" 		
CF ] Parliamentary Chambers 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 32/55 		
CF | 		
CF | > X BENCHES 		
CF | 		
CF | The appearance of the oak benches has not changed significantly since 		
CF | you left. 		
CF | 		
CF | > 		Jacqueline asks, "Since we... since we left?"
		Jacqueline says, "Oh, since we left to visit our family"
		DavidW says, "right"
		Knight_Otu says, "Right."
		Jacqueline says, "Okay"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 32/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Cloister Walk 		
CF | A pleasant cloister overlooking the rose garden to the north. You have 		
CF | walked it many times, seeking to waste the excesses of time at your 		
CF | disposal. 		
CF | 		
CF | > 		Knight_Otu says, "East of here... right."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Walk's End NW 		
CF ] Rose Cloister W . 		
CF ] Rooms searched: 32/55 S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Walk's End 		
CF | Lucrezia, they say, died here. It is only a turning point in the 		
CF | corridor, with a bench. 		
CF | 		
CF | > 		Jacqueline asks, "So, we've been here but hadn't been down the hall?"
		Knight_Otu says, "There is also a locked door leading southwest from the upper bulb room."
		Knight_Otu says, "Yeah, the phantom blocked the parliamentary room."
		Jacqueline says, "So we've been to that room we just passed... one sec."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Cloister Walk N 		
CF ] Rose Cloister W . E 		
CF ] Rooms searched: 32/55 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Cloister Walk 		
CF | A pleasant cloister overlooking the rose garden to the north. You have 		
CF | walked it many times, seeking to waste the excesses of time at your 		
CF | disposal. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 32/55 D S SE 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | > 		Jacqueline says, "Okay, yeah."
Jacqueline says (to ClubFloyd), "go to bulb room" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 32/55 D S SE 		
CF | 		
CF | > GO TO BULB ROOM 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		Jacqueline asks, "What's the bulb room called, KO?"
		DavidW says, "THere's two: upper bulb and lower bulb."
		Knight_Otu says, "Lower bulb or upper buld I think."
		Knight_Otu says, "*bulb"
		Jacqueline says, "Oh ah"
		DavidW says, "They're a gigantic hourglass."
Jacqueline says (to ClubFloyd), "go to upper bulb room" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 32/55 D S SE 		
CF | 		
CF | > GO TO UPPER BULB ROOM 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to upper bulb" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 32/55 D SW 		
CF | 		
CF | > GO TO UPPER BULB 		
CF | 		
CF | You head south to cloister walk. Then west to the parliamentary 		
CF | chambers. Then west to the state rotunda. Then west to the lower bulb. 		
CF | And finally up to the upper bulb. 		
CF | 		
CF | Upper Bulb 		
CF | In the upper chamber, you find, there is almost as much sand as there 		
CF | is below; indeed for all you can tell the flow might be eternal. 		
CF | 		
CF | Nearby an ivory door leads southwest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 32/55 D SW 		
CF | 		
CF | > SW 		
CF | 		
CF | (first opening the ivory door) 		
CF | (first unlocking the ivory door) 		
CF | You lack a key that fits the ivory door. 		
CF | 		
CF | > 		Jacqueline asks, "So, to the bell room?"
		DavidW says, "sure"
Jacqueline says (to ClubFloyd), "go to bell room" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 32/55 S 		
CF | 		
CF | > GO TO BELL ROOM 		
CF | 		
CF | You head east to the gallery of still life. Then east to the white 		
CF | gallery. And finally east to the bellroom. 		
CF | 		
CF | Bellroom 		
CF | Kept, conveniently, close to where the masters of the house would once 		
CF | have slept. There are bells large and small, clappers, tambourines, 		
CF | and gongs. Most of these you have never seen used at all. 		
CF | 		
CF | Roses from the garden below have crept up to grow around the north 		
CF | window, lending a sickly smell to the place. 		
CF | 		Knight_Otu says, "We haven't beeen west of here either."
CF | Nearby an open heavy door leads south to the private parlor. 		
CF | 		
CF | Catching your eye among many other unfamiliar items is a little gold 		
CF | dinner bell. 		
CF | 		
CF | > 		Jacqueline says, "oh, oops. I moved too fast."
Jacqueline says (to ClubFloyd), "ring bell" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 32/55 S 		
CF | 		
CF | > RING BELL 		
CF | 		
CF | (the silver bell) 		
CF | You ring the bell, but those who might hear and heed it are not close 		
CF | enough. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Apothecary 		
CF | Furnished with a long countertop and the equipment of an apothecary; 		
CF | sketches from physicians; anatomical drawings of creatures similar to 		
CF | the Beast, bears and lions being especially prominent; also poison 		
CF | reference books, primarily the work of Italian and (earlier) Persian 		
CF | experts. The room has an unused air, and you do not remember ever 		
CF | coming in before, or seeing the Beast go in. It must have been a hobby 		
CF | that interested him before your arrival. 		
CF | 		
CF | Roses from the garden below have crept up to grow around the north 		
CF | window, lending a sickly smell to the place. 		
CF | 		
CF | 		
CF | > 		Jacqueline says, "ooh"
		DavidW says, "You can also try examining the ivory door to see if there's a clue on how to open it."
		DavidW says, "THis is interesting"
		DavidW says, "Examine the equipment and the drawings."
Jacqueline says (to ClubFloyd), "x sketches" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > X SKETCHES 		
CF | 		
CF | They concentrate on weak points and the functioning of the digestive 		
CF | tract. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x books" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > X BOOKS 		
CF | 		
CF | You can't use multiple objects with that verb. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x book" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > X BOOK 		
CF | 		
CF | (the great contract book) 		
CF | The runes are unfamiliar to you, but you know what the book is: a 		
CF | record of all the contracts of all the souls enslaved to the king of 		
CF | this castle. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		DavidW says, "You're carrying that."
		Jacqueline says, "oh."
		Jacqueline says, "I ... I didn't remember us picking that up."
		DavidW says, "We found it last week."
		Jacqueline exclaims, "Sigh. FINE. I retract my !"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > L 		
CF | 		
CF | Apothecary 		
CF | Furnished with a long countertop and the equipment of an apothecary; 		
CF | sketches from physicians; anatomical drawings of creatures similar to 		
CF | the Beast, bears and lions being especially prominent; also poison 		
CF | reference books, primarily the work of Italian and (earlier) Persian 		
CF | experts. The room has an unused air, and you do not remember ever 		
CF | coming in before, or seeing the Beast go in. It must have been a hobby 		
CF | that interested him before your arrival. 		
CF | 		
CF | Roses from the garden below have crept up to grow around the north 		
CF | window, lending a sickly smell to the place. 		
CF | 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x poison" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > X POISON 		
CF | 		
CF | Assorted disturbing recipes for ways to make your enemies die quickly, 		
CF | or to dispatch them slowly in great pain. The pages most discolored by 		
CF | use and splashed ingredients are those pertaining to swift and 		
CF | pleasant execution. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x equipment" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > X EQUIPMENT 		
CF | 		
CF | Delicate scales and glass bottles, blades and mortars and drying racks 		
CF | and other things you do not recognize. 		
CF | 		
CF | > 		Knight_Otu asks, "Pleasant?"
		Jacqueline says (to KO), "As opposed to slow and lingering execution, yeah."
		Knight_Otu says, "I mean, I guess..."
DavidW says (to ClubFloyd), "x roses" 		
CF ] Apothecary 		
CF ] Control Rooms W . 		
CF ] Rooms searched: 33/55 		
CF | 		
CF | > X ROSES 		
CF | 		
CF | You can't really see out through the framing vines. 		
CF | 		
CF | > 		Jacqueline says, "So, um, I can x the ivory door? What else should we do next."
Jacqueline says (to ClubFloyd), "go to upper bulb" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 33/55 D SW 		
CF | 		
CF | > GO TO UPPER BULB 		
CF | 		
CF | You head west to the bellroom. Then west to the white gallery. Then 		
CF | west to the gallery of still life. And finally west to the upper bulb. 		
CF | 		
CF | Upper Bulb 		
CF | In the upper chamber, you find, there is almost as much sand as there 		
CF | is below; indeed for all you can tell the flow might be eternal. 		
CF | 		
CF | Nearby an ivory door leads southwest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x ivory door" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 33/55 D SW 		
CF | 		
CF | > X IVORY DOOR 		
CF | 		
CF | It is closed and locked. 		
CF | 		
CF | > 		Jacqueline says, "That is not helpful, Ivory Door."
		Knight_Otu says, "There's still the paths west of the bulb rooms."
		DavidW says, "hm. The dark areas should be explored more, I guess."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Records Room 		
CF | Where all the papers and histories are kept, not only for the royal 		
CF | family, but for kin in every kind and direction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > X PAPERS 		
CF | 		
CF | Neatly filed: he told you he'd spent twenty years or so on them, 		
CF | having no other way to occupy his time. Anything you wanted to look 		
CF | up, you should be able to discover easily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up lucrezia" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP LUCREZIA 		
CF | 		
CF | What do you want to look up in? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up lucrezia in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP LUCREZIA IN PAPERS 		
CF | 		
CF | You quickly skim the unpleasant history of Lucrezia of 		
CF | Medici-Credenza, how she brought odd magical treasures with her, 		
CF | introduced new methods of binding and contracting that were previously 		
CF | unknown even to this castle, and maintained a room for her studies in 		
CF | the basement below the rose garden. From this room everyone including 		
CF | her husband was banned. 		
CF | 		
CF | There are some suggestions that she was the daughter of the Devil 		
CF | himself, sent to the castle to tempt the kings into further folly and 		
CF | destruction. But who knows? 		
CF | 		
CF | > 		DavidW says, "okay, we really need to find that room. But look up other topics."
		DavidW says, "Who was that king squashed by an elephant? I don't remember his name now."
		Jacqueline says, "Also, yeah: daughter of the Devil himself."
		DavidW says, "Also look up beast, devil, father, lamplighter, phantom."
Jacqueline says (to ClubFloyd), "look up beast in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP BEAST IN PAPERS 		
CF | 		
CF | You have never known his true name, and can only guess that he must be 		
CF | the last of the line of kings. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up devil in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP DEVIL IN PAPERS 		
CF | 		
CF | A very old scroll narrates how King Athanasius, first of his line, 		
CF | entered a wager with Mephistopheles, and won the pen that the Devil 		
CF | used to sign contracts for men's souls. 		
CF | 		
CF | The King retired to this castle, overjoyed with his success, but the 		
CF | Devil flew away laughing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up father in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP FATHER IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		DavidW says, "look up that king, please"
Jacqueline says (to ClubFloyd), "look up Athanasius in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP ATHANASIUS IN PAPERS 		
CF | 		
CF | A very old scroll narrates how King Athanasius, first of his line, 		
CF | entered a wager with Mephistopheles, and won the pen that the Devil 		
CF | used to sign contracts for men's souls. 		
CF | 		
CF | The King retired to this castle, overjoyed with his success, but the 		
CF | Devil flew away laughing. 		
CF | 		
CF | > 		DavidW says, "oh"
Knight_Otu says (to ClubFloyd), "objects" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, an obscene gargoyle, a map, a great contract book, an 		
CF | ivory door, a papers, some discarded embroidery materials, some iron 		
CF | windchimes, a small key, a small door, Wedding Treasure, a heavy door, 		
CF | a mechanical chessplayer, a bentwood table, a jigsaw puzzle, a royal 		
CF | portrait, a stool, a shackle, a little gold dinner bell, a silver 		
CF | bell, a heavy door, a north window, a feast, a Beast and an iron key. 		
CF | 		
CF | > 		Knight_Otu says, "Elzibad."
		Jacqueline says, "I don't think lamplighter or phantom will be in there, but I can look."
		Jacqueline exclaims (at KO), "Oh, great. Thanks!"
Jacqueline says (to ClubFloyd), "look up Elzibad in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP ELZIBAD IN PAPERS 		
CF | 		
CF | An entertaining story tells how Elzibad, worse than all the other 		
CF | kings of this palace that had previously been seen, was defeated by 		
CF | one of his own demons in elephant form, when someone who was not 		
CF | contracted to him gained command of the demon. Command of his slaves 		
CF | then passed to his son. 		
CF | 		
CF | From that day on the castle was so built that no one could even enter 		
CF | into it without becoming contracted to its king, for the protection of 		
CF | the royal family. 		
CF | 		
CF | > 		Jacqueline says, "And that's one to grow on."
DavidW says (to ClubFloyd), "look up gargoyle in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP GARGOYLE IN PAPERS 		
CF | 		
CF | Among the records there is a large section on the various failed 		
CF | romantic business of the kings and queens and their brothers and 		
CF | sisters, so that you might almost suspect this to be part of the 		
CF | castle's curse. 		
CF | 		
CF | In this collection, you find the history of Duke Cantherius: married 		
CF | at 59 to a lissome wife of 17, he "urgently desired to enjoy her 		
CF | company", but found himself unable. He consulted a young Parisian 		
CF | doctor, who contracted that through his services the Duchess would be 		
CF | delivered of a child within the year. 		
CF | 		
CF | Alas, medicine brought no relief; not even that most reliable method, 		
CF | an ointment of honey, crow's egg, and the gall of an electric eel. The 		
CF | Duchess began to hint that she meant to have the marriage annulled; 		
CF | the Duke grew abusive. Seeing no solution through medical arts, the 		
CF | doctor was compelled by his contract to seduce the Duchess. 		
CF | 		
CF | When the young woman was delivered of triplets, the Duke kept two of 		
CF | the boys and raised them as his own; the third he strangled, together 		
CF | with the doctor himself, as a punishment to his erring wife. 		
CF | 		
CF | Whereupon the ugly gargoyle appeared on the stair, and could never be 		
CF | budged. 		
CF | 		
CF | > 		Jacqueline says, "Golly"
		Knight_Otu says, "Maybe this castle should just stay cursed."
		MoyTravis says, "Ha."
		DavidW asks, "Won't it just snare more people over time?"
Jacqueline says (to ClubFloyd), "look up phantom in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP PHANTOM IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up lamplighter in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP LAMPLIGHTER IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up myself in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP MYSELF IN PAPERS 		
CF | 		
CF | You are the merest interloper here. 		
CF | 		
CF | > 		Jacqueline says, "Dang, game."
		DavidW says, "Looks like I lucked out with the gargoyle look-up."
		Jacqueline says, "Yes. Kind of wish you hadn't, but here we are."
DavidW says (to ClubFloyd), "look up cook in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP COOK IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look up last king in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP LAST KING IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up librarian in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP LIBRARIAN IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up lawyer in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP LAWYER IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up god in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP GOD IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up parliament in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP PARLIAMENT IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up castle in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP CASTLE IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up mosaic in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 34/55 		
CF | 		
CF | > LOOK UP MOSAIC IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		DavidW says, "I suppose just people."
		DavidW says, "Or creatures that are similar to people."
		Jacqueline asks, "So... explore the dark with helmet and bell?"
		Jacqueline asks, "Or something else?"
		DavidW says, "I guess remember that recipe with the eel, honey, and egg, if we find those things."
		DavidW says, "I say explore the dark, please."
		Knight_Otu asks, "West of the Lower Bulb?"
Jacqueline says (to ClubFloyd), "go to lower bulb" 		
CF ] Lower Bulb U 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 34/55 S 		
CF | 		
CF | > GO TO LOWER BULB 		
CF | 		
CF | You head east to the upper bulb. And finally down to the lower bulb. 		
CF | 		
CF | Lower Bulb 		
CF | In the lower chamber, you find, there is almost as much sand as there 		
CF | is above; it must have been flowing a very long time. 		
CF | 		
CF | Around the outside of this contraption ascends a wooden staircase. 		
CF | 		
CF | > 		DavidW asks (of KO), "Was that an unentered exit?"
Jacqueline says (to ClubFloyd), "e" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 34/55 SW S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | State Rotunda 		
CF | Built for the bureaucratic offices of the palace. Inlaid in the floor 		
CF | is the map of all the lands that once this palace commanded; and from 		
CF | the stains and driblets of wax, it is clear to you that someone at 		
CF | some time thought it useful to set a candle at the map's center, and 		
CF | observe the result. 		
CF | 		
CF | > 		Knight_Otu says, "Should be."
		Jacqueline asks, "Hm. We've been here, I think. Do you mean further e?"
		Knight_Otu says, "Further west."
		DavidW says, "This is east."
DavidW says (to ClubFloyd), "w" 		
CF ] Lower Bulb U 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 34/55 S 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lower Bulb 		
CF | In the lower chamber, you find, there is almost as much sand as there 		
CF | is above; it must have been flowing a very long time. 		
CF | 		
CF | Around the outside of this contraption ascends a wooden staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Translation Room 		
CF | Endowed with a deep power that dissolves into ready vernacular even 		
CF | the most ancient and secret scripts of the Law Library. 		
CF | 		
CF | Usually blazing with the captured light of many thousands of candles, 		
CF | but it has been let to go out, and everything is dim. 		
CF | 		
CF | You can see an ordinary quill pen here. 		
CF | 		
CF | > 		DavidW says, "oh, we heard about that pen."
		DavidW says, "Not ordinary at all."
Jacqueline says (to ClubFloyd), "take quill" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > TAKE QUILL 		
CF | 		
CF | It doesn't look heavy at all, but you can't lift it. 		
CF | 		
CF | > 		Jacqueline says, "nice"
		DavidW says, "Try ringing the bell here."
Jacqueline says (to ClubFloyd), "ring bell" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > RING BELL 		
CF | 		
CF | The silver bell rings once in triumph, and the room springs to 		
CF | brilliant light. 		
CF | 		
CF | The bell itself fades back to its usual place. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > L 		
CF | 		
CF | Translation Room 		
CF | Endowed with a deep power that dissolves into ready vernacular even 		
CF | the most ancient and secret scripts of the Law Library. 		
CF | 		
CF | The single candle blazes with many times more light than one light 		
CF | source ought to produce. 		
CF | 		
CF | You can also see an ordinary quill pen here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take candle" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > TAKE CANDLE 		
CF | 		
CF | You acquire the candle, and assess it curiously. 		
CF | 		
CF | Only apparently a single candle, but giving off a great deal of 		
CF | illumination. 		
CF | 		
CF | > 		Jacqueline says, "NICE"
		DavidW says, "oh. That candle could be for the mosaic."
		DavidW says, "Also the dark rooms."
		Jacqueline says, "For the mosaic and --- yeah"
		Knight_Otu says, "That, too, yeah."
DavidW says (to ClubFloyd), "x scripts" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > X SCRIPTS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline exclaims, "Still 20 rooms unexplored!"
		DavidW says, "The candle will help."
		Jacqueline says, "Yes"
Jacqueline says (to ClubFloyd), "go to mosaic" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 35/55 D 		
CF | 		
CF | > GO TO MOSAIC 		
CF | 		
CF | You head east to the lower bulb. Then east to the state rotunda. Then 		
CF | south to the central courtyard. Then south to the entrance hall. Then 		
CF | east to the scarlet gallery. Then east to the gallery of historical 		
CF | paintings. And finally east to the room with the labyrinth floor. 		
CF | 		
CF | Room with the Labyrinth Floor 		
CF | A mosaic floor of black and white, like that of cathedrals, as 		
CF | protection against the spite of the undead: which protection might 		
CF | often have been needed, by those that dwelt here in former times. The 		
CF | way down is at the center of the maze. 		
CF | 		
CF | > 		Knight_Otu asks, "The map was in the Rotunda, I believe?"
		Jacqueline asks, "Oh, you meant the map not the mosaic?"
		DavidW says, "oh, I keep thinking they're the same thing. Sorry."
Jacqueline says (to ClubFloyd), "go to map" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > GO TO MAP 		
CF | 		
CF | You head west to the gallery of historical paintings. Then west to the 		
CF | scarlet gallery. Then west to the entrance hall. Then north to the 		
CF | central courtyard. And finally north to the state rotunda. 		
CF | 		
CF | State Rotunda 		
CF | Built for the bureaucratic offices of the palace. Inlaid in the floor 		
CF | is the map of all the lands that once this palace commanded; and from 		
CF | the stains and driblets of wax, it is clear to you that someone at 		
CF | some time thought it useful to set a candle at the map's center, and 		
CF | observe the result. 		
CF | 		
CF | > 		DavidW says, "You do want the map."
Jacqueline says (to ClubFloyd), "put candle in map" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > PUT CANDLE IN MAP 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put candle at center" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > PUT CANDLE AT CENTER 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		DavidW says, "ON MAP"
Jacqueline says (to ClubFloyd), "put candle on map" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > PUT CANDLE ON MAP 		
CF | 		
CF | You set down the candle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > L 		
CF | 		
CF | State Rotunda 		
CF | Built for the bureaucratic offices of the palace. Inlaid in the floor 		
CF | is the map of all the lands that once this palace commanded: you have 		
CF | set up a candle in its accustomed place to shed light over the map. 		
CF | 		
CF | You can see a candle here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x map" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > X MAP 		
CF | 		
CF | Since the lands of the Kingdom were once quite dispersed the 		
CF | cartographer has, from indolence, fancy, or an urge to flatter, 		
CF | omitted all the territories that intervened, so that here floating in 		
CF | a cherry-wood sea are the State of Medici-Credenza; the Emirate of 		
CF | Elzibad; the Equine Protectorate of Argos; a goodly portion of Essex; 		
CF | and Malta, the only true island of the lot. Of these, the candle's 		
CF | light glows with particular strength only in Italy and Malta; it seems 		
CF | that the power of the Kingdom has waned a good deal. 		
CF | 		
CF | You read: Here there be Daemons. 		
CF | 		
CF | > 		DavidW says, "hm. I suppose those countries could be looked up in the papers, maybe."
		Jacqueline says, "I think we figured out that there are demons already."
		Knight_Otu says, "Demons and devils and daemons oh my."
		Jacqueline says (to DW), "Yeah, I was thinking that."
DavidW says (to ClubFloyd), "x italy" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > X ITALY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to records room" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > GO TO RECORDS ROOM 		
CF | 		
CF | You head west to the lower bulb. Then up to the upper bulb. And 		
CF | finally west to the records room. 		
CF | 		
CF | Records Room 		
CF | Where all the papers and histories are kept, not only for the royal 		
CF | family, but for kin in every kind and direction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up elzibad in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > LOOK UP ELZIBAD IN PAPERS 		
CF | 		
CF | An entertaining story tells how Elzibad, worse than all the other 		
CF | kings of this palace that had previously been seen, was defeated by 		
CF | one of his own demons in elephant form, when someone who was not 		
CF | contracted to him gained command of the demon. Command of his slaves 		
CF | then passed to his son. 		
CF | 		
CF | From that day on the castle was so built that no one could even enter 		
CF | into it without becoming contracted to its king, for the protection of 		
CF | the royal family. 		
CF | 		
CF | > 		Jacqueline says, "Oh right"
Jacqueline says (to ClubFloyd), "look up argos in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > LOOK UP ARGOS IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		Jacqueline says, "I mean, Argos, Essex, Malta... those are just place names."
		Jacqueline asks, "Is there another name, but I'm missing it?"
Jacqueline says (to ClubFloyd), "look up medici-credenze in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > LOOK UP MEDICI-CREDENZE IN PAPERS 		
CF | 		
CF | You quickly skim the unpleasant history of Lucrezia of 		
CF | Medici-Credenza, how she brought odd magical treasures with her, 		
CF | introduced new methods of binding and contracting that were previously 		
CF | unknown even to this castle, and maintained a room for her studies in 		
CF | the basement below the rose garden. From this room everyone including 		
CF | her husband was banned. 		
CF | 		
CF | There are some suggestions that she was the daughter of the Devil 		
CF | himself, sent to the castle to tempt the kings into further folly and 		
CF | destruction. But who knows? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up italy in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > LOOK UP ITALY IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up malta in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > LOOK UP MALTA IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up essex in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 35/55 		
CF | 		
CF | > LOOK UP ESSEX IN PAPERS 		
CF | 		
CF | You discover nothing of interest in the papers. 		
CF | 		
CF | > 		DavidW says, "okay then."
		Knight_Otu says, "Hm. Maybe we'll find more names down in the cellars."
		Jacqueline says, "Possibly. I think that's our next step, right? Into -- oh wait. I need to go back and grab our candle."
Jacqueline says (to ClubFloyd), "go to map" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > GO TO MAP 		
CF | 		
CF | You head east to the upper bulb. Then down to the lower bulb. And 		
CF | finally east to the state rotunda. 		
CF | 		
CF | State Rotunda 		
CF | Built for the bureaucratic offices of the palace. Inlaid in the floor 		
CF | is the map of all the lands that once this palace commanded: you have 		
CF | set up a candle in its accustomed place to shed light over the map. 		
CF | 		
CF | You can see a candle here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take candle" 		
CF ] State Rotunda 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 35/55 SW S 		
CF | 		
CF | > TAKE CANDLE 		
CF | 		
CF | You acquire the candle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to rose garden" 		
CF ] Rose Garden 		
CF ] Rose Cloister . 		
CF ] Rooms searched: 35/55 D S SE 		
CF | 		
CF | > GO TO ROSE GARDEN 		
CF | 		
CF | You head east to the parliamentary chambers. Then east to cloister 		
CF | walk. And finally north to rose garden. 		
CF | 		
CF | Rose Garden 		
CF | Only one kind of rose grows here, a pink only just distinct from 		
CF | white. This strain creeps over the ground and climbs the walls of the 		
CF | cloister. 		
CF | 		
CF | In the middle of the garden a way slopes into the ground, reminding 		
CF | you of the entrance to a burial mound. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 36/55 SW S 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Rooted Room 		
CF | Cut as an afterthought through earth and the underside of the garden, 		
CF | and therefore muddy and soil-scented. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Tight Passage 		
CF | The passage through rock ends here, and begins to tunnel through soil 		
CF | instead where it heads northeast. 		
CF | 		
CF | There is also a sinister door, leading west. 		
CF | 		
CF | You can also see a cord and an inscription here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read inscription" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > READ INSCRIPTION 		
CF | 		
CF | Unfortunately the words are too worn for you to read. Perhaps if the 		
CF | light were coming in from an extreme angle, you would do better. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "hold candle high" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > HOLD CANDLE HIGH 		
CF | 		
CF | I only understood you as far as wanting to hold the candle. 		
CF | 		
CF | > 		DavidW says, "maybe from a side room"
		Jacqueline says, "Weird"
		Jacqueline says, "Okay"
		DavidW says, "Or see if there is a ledge on the walls"
		Roger says, "'low' is also an extreme angle"
		DavidW says, "oh sure"
		Knight_Otu says, "Technically, yeah."
		Jacqueline says, "Yeah, but it didn't get my phrasing."
		DavidW says, "Just drop the candle then"
		Jacqueline says, "Oh, fair."
Jacqueline says (to ClubFloyd), "drop candle" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > DROP CANDLE 		
CF | 		
CF | You set the candle down immediately under the inscription -- but 		
CF | that's no good, you see at once, because thanks to the curvature of 		
CF | the wall you still can't get the thing at the right angle. Perhaps if 		
CF | it were lit from further off and from the side, rather than the 		
CF | bottom... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take candle" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > TAKE CANDLE 		
CF | 		
CF | You pick up the candle, restoring the lighting to a more natural 		
CF | angle. Immediately the place seems less unnerving. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | (first unlocking the sinister door) 		
CF | You lack a key that fits the sinister door. 		
CF | 		
CF | > 		DavidW asks, "which way is the door?"
		Jacqueline says, "That's fine. I don't want to explore a sinister door, anyway. Sounds spooky."
		Jacqueline says, "I think it's west."
		Knight_Otu says, "Yeah, west."
		Jacqueline says, "Yeah. West."
		MoyTravis says, "...this is a weird little lighting aside."
		DavidW says, "That's probably Lucrezia's room then."
		Jacqueline says, "Kinda wanna pull the cord."
		Jacqueline says, "Kinda cognizant that we don't have a save button. '"
		DavidW asks, "there's a cord?"
		Jacqueline says, "But this game has also been kind."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > L 		
CF | 		
CF | Tight Passage 		
CF | The passage through rock ends here, and begins to tunnel through soil 		
CF | instead where it heads northeast. 		
CF | 		
CF | There is also a sinister door, leading west. 		
CF | 		
CF | You can also see a cord and an inscription here. 		
CF | 		
CF | > 		DavidW says, "I think I missed th room description."
		MoyTravis asks, "We have UNDO right?"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Tight Passage 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "Oh, so we do."
		MoyTravis says, "It's fiiiiiine."
Jacqueline says (to ClubFloyd), "pull cord" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > PULL CORD 		
CF | 		
CF | You give the cord a hard yank. Somewhere above you a very deep bell 		
CF | tolls. 		
CF | 		
CF | > 		Jacqueline says, "hm. I'm sure that's fiiiiiine"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Tight Passage 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		DavidW says, "The inscription might talk about the cord or the door."
		Jacqueline says, "I want to know what the inscription says before I set off a timer of some sort."
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 37/55 SW 		
CF | 		
CF | > SW 		
CF | 		
CF | You start into the crypt, but an icy unnatural wind blows against you, 		
CF | as though the spirits resent the intrusion of someone with a light. 		
CF | And yet you have seen the Beast come down here, from time to time, 		
CF | bearing lanterns, torches, whatever he found handy. 		
CF | 		
CF | There must be some preliminary, a matter of spiritual etiquette 		
CF | perhaps, to establish yourself as the master of those below. 		
CF | 		
CF | > 		Jacqueline says, "Well, I'd wear the cloven shoes, but they do not fit."
		Jacqueline says, "I'm going to explore the other dark areas."
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 37/55 SW S 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Rooted Room 		
CF | Cut as an afterthought through earth and the underside of the garden, 		
CF | and therefore muddy and soil-scented. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Bell Castings N 		
CF ] Basement . E 		
CF ] Rooms searched: 38/55 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bell Castings 		
CF | A room of scrap and refuse: wooden structures and clay molds from 		
CF | which bells might be made, scrap metal, pieces of bells now broken. 		
CF | 		
CF | > 		Knight_Otu says, ">CAST DESTROY UNDEAD"
		DavidW asks, "maybe a whole bell is amongst the scraps?"
Jacqueline says (to ClubFloyd), "search scraps" 		
CF ] Bell Castings N 		
CF ] Basement . E 		
CF ] Rooms searched: 38/55 		
CF | 		
CF | > SEARCH SCRAPS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x molds" 		
CF ] Bell Castings N 		
CF ] Basement . E 		
CF ] Rooms searched: 38/55 		
CF | 		
CF | > X MOLDS 		
CF | 		
CF | By the look of it, there's not a useful, sounding instrument in the 		
CF | lot. 		
CF | 		
CF | > 		DavidW says, "oh well."
Jacqueline says (to ClubFloyd), "make bell" 		
CF ] Bell Castings N 		
CF ] Basement . E 		
CF ] Rooms searched: 38/55 		
CF | 		
CF | > MAKE BELL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Wax Supply 		
CF ] Basement W . 		
CF ] Rooms searched: 39/55 SW 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Wax Supply 		
CF | A dank storage area, stacked with bars of wax -- perhaps for some 		
CF | casting process? You couldn't say. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wax" 		
CF ] Wax Supply 		
CF ] Basement W . 		
CF ] Rooms searched: 39/55 SW 		
CF | 		
CF | > X WAX 		
CF | 		
CF | Far too large a supply for you to move around. 		
CF | 		
CF | > 		Roger says, "ladies go wild for my fat stacks of wax"
		Jacqueline says, "Not even a meme in this dank place."
		Jacqueline says, "I wish Roger's joke and mine, which posted prettu much simlutaneously, had been reversed."
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 40/55 SW SE 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Zoo 		
CF | A resting place for an animal: warm but rough. There is little to 		
CF | suggest, from this environment, that he thinks of himself as a man at 		
CF | all, though he is capable of walking upright and eating with utensils, 		
CF | of reading books and even of writing a legible hand. 		
CF | 		
CF | The only distinguishing mark is a miniature hung on the wall, like a 		
CF | devotional object, or perhaps a reminder. Something about the sole 		
CF | image in an otherwise bare room reminds you of the royal portrait in 		
CF | the Green Bedroom. 		
CF | 		
CF | You can see a poison vial here. 		
CF | 		
CF | > 		Roger says, "you have the power to swap them in the transcript"
		Jacqueline says, "hahaha. True, though that feels like messing with the space time continuum."
		Knight_Otu says, "What could wrong go possibly thsat with messing? Oh."
Jacqueline says (to ClubFloyd), "x miniature" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 40/55 SW SE 		
CF | 		
CF | > X MINIATURE 		
CF | 		
CF | The tiny image of a lady in a green girdle. But it isn't Lucrezia. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 40/55 SW SE 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | poison vial: You acquire the poison vial, and assess it curiously. 		
CF | 		
CF | You brought it with you; he confiscated it the first night. 		
CF | 		
CF | "It was a good thought," he said, plucking it from your fingers with a 		
CF | delicacy that should be impossible in one his size. "But if I could be 		
CF | killed by poison -- or by violence, or starving, or leaping from 		
CF | towers, by drowning or by suffocation or by fire, I assure you, I 		
CF | would have found the way by now. That leaves only yourself as a 		
CF | victim, and I did not bring you here to die." And so you didn't. 		
CF | 		
CF | You reacquaint yourself with its appearance: It has mostly dried up 		
CF | now; the apothecary who sold it to you did not say anything about 		
CF | whether it would keep its efficacy for long. 		
CF | 		
CF | > 		Roger says, "what a bro, to assume it was for him"
		Jacqueline says, "heh"
		Jacqueline says, "True."
		Jacqueline asks, "But this lets us know that he probably won't die?"
		MoyTravis says, "Man I dunno dude you seemed pretty starved when we encountered you last."
		Knight_Otu says, "He sure did."
		Jacqueline says, "He was just being dramatic."
		Roger says, "he's a giant cat so he's gonna sleep 20 hours a day"
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Rocky Chamber NW NE 		
CF ] Basement . 		
CF ] Rooms searched: 41/55 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Rocky Chamber 		
CF | A tight, rocky corner among foundations of the oldest part of the 		
CF | castle. A slow leak in the south wall admits a little water, but not 		
CF | enough to be very destructive. 		
CF | 		
CF | > 		Jacqueline exclaims, "leaky place!"
		Jacqueline asks, "There are rooms I missed. Keep going, or trace back?"
		Knight_Otu asks, "NW is Crypt again?"
		Roger says, "maybe just try to reconstitute the poison now, since we're here"
		DavidW asks, "just add water?"
		Jacqueline asks (of Roger), "What do you mean? Oh, with the leaky water?"
		MoyTravis says, "Well we don't know if it works. So we should drink it. Then we'll know if it works."
		Roger says, "all good ideas"
		Jacqueline says, "I think I'd like to hold off."
		MoyTravis says, "It's only "mostly" dried."
		Roger asks, "also are these non-fitting shoes the same as the cloven-feet shoes?"
Jacqueline says (to ClubFloyd), "add water to poison" 		
CF ] Rocky Chamber NW NE 		
CF ] Basement . 		
CF ] Rooms searched: 41/55 		
CF | 		
CF | > ADD WATER TO POISON 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x leak" 		
CF ] Rocky Chamber NW NE 		
CF ] Basement . 		
CF ] Rooms searched: 41/55 		
CF | 		
CF | > X LEAK 		
CF | 		
CF | The dripping moisture has the oily look of moat water. 		
CF | 		
CF | > 		Jacqueline says, "Mmmm... Delicious MOAT water."
		DavidW says, "fill vial with water"
		Knight_Otu says (to Roger), "Those are the same, yes."
Jacqueline says (to ClubFloyd), "fill vial with water" 		
CF ] Rocky Chamber NW NE 		
CF ] Basement . 		
CF ] Rooms searched: 41/55 		
CF | 		
CF | > FILL VIAL WITH WATER 		
CF | 		
CF | I only understood you as far as wanting to fill the poison vial. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "fill vial" 		
CF ] Rocky Chamber NW NE 		
CF ] Basement . 		
CF ] Rooms searched: 41/55 		
CF | 		
CF | > FILL VIAL 		
CF | 		
CF | The leak is only a drip, not enough to fill anything. 		
CF | 		
CF | > 		Roger says, "ok thanks"
		Jacqueline says, "Welcome"
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Rocky Chamber NW NE 		
CF ] Basement . 		
CF ] Rooms searched: 41/55 		
CF | 		
CF | > NW 		
CF | 		
CF | You start into the crypt, but an icy unnatural wind blows against you, 		
CF | as though the spirits resent the intrusion of someone with a light. 		
CF | And yet you have seen the Beast come down here, from time to time, 		
CF | bearing lanterns, torches, whatever he found handy. 		
CF | 		
CF | There must be some preliminary, a matter of spiritual etiquette 		
CF | perhaps, to establish yourself as the master of those below. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Yep"
		Jacqueline says, "NW is Crypt again."
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 41/55 SW SE 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Zoo 		
CF | A resting place for an animal: warm but rough. There is little to 		
CF | suggest, from this environment, that he thinks of himself as a man at 		
CF | all, though he is capable of walking upright and eating with utensils, 		
CF | of reading books and even of writing a legible hand. 		
CF | 		
CF | The only distinguishing mark is a miniature hung on the wall, like a 		
CF | devotional object, or perhaps a reminder. Something about the sole 		
CF | image in an otherwise bare room reminds you of the royal portrait in 		
CF | the Green Bedroom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] Bear Corridor U NW 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Bear Corridor 		
CF | Less couth and cultivated than any other part of the castle, and you 		
CF | have been forbidden to visit this place before now. The walls press 		
CF | close to you on either side. The floor slopes down. Bears with sharp 		
CF | claws are carved into the rock, but they remind you of Him, and you 		
CF | are not frightened. 		
CF | 		
CF | > 		Roger says, "take all didn't take the miniature, I guess"
		DavidW asks, "I think the miniature can be taken, though?"
		Jacqueline says, "I'm sure we're still forbidden to visit this place, but he's not around to stop us, so."
		Knight_Otu says, "We must've been able to cross the crypt without the light."
		DavidW says, "I don't remember for certain."
		Jacqueline asks, "Do you all want to go back and try to rip the miniature off the wall?"
		Knight_Otu says, "Let's try."
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Zoo 		
CF | A resting place for an animal: warm but rough. There is little to 		
CF | suggest, from this environment, that he thinks of himself as a man at 		
CF | all, though he is capable of walking upright and eating with utensils, 		
CF | of reading books and even of writing a legible hand. 		
CF | 		
CF | The only distinguishing mark is a miniature hung on the wall, like a 		
CF | devotional object, or perhaps a reminder. Something about the sole 		
CF | image in an otherwise bare room reminds you of the royal portrait in 		
CF | the Green Bedroom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take miniature" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW SE 		
CF | 		
CF | > TAKE MINIATURE 		
CF | 		
CF | It fails to move even a little, but clings to its place tenaciously -- 		
CF | in the way you associate with the stone gargoyle, upstairs. 		
CF | 		
CF | > 		Roger says, "thanks again"
		Jacqueline says, "You're welcome again."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Bear Corridor U NW 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Bear Corridor 		
CF | Less couth and cultivated than any other part of the castle, and you 		
CF | have been forbidden to visit this place before now. The walls press 		
CF | close to you on either side. The floor slopes down. Bears with sharp 		
CF | claws are carved into the rock, but they remind you of Him, and you 		
CF | are not frightened. 		
CF | 		
CF | > 		DavidW says, "Perhaps ask the Beast about it. Or look up miniature in the papers."
		Knight_Otu says, "Lot's of immovable objects."
		Knight_Otu says, "*Lots"
		MoyTravis says, "That feels like a hint but that doesn't feel super actionable at the moment."
Jacqueline says (to ClubFloyd), "x bears" 		
CF ] Bear Corridor U NW 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > X BEARS 		
CF | 		
CF | Almost a ceremonial bear procession, if bears had liturgies and 		
CF | rituals. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW SE 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Zoo 		
CF | A resting place for an animal: warm but rough. There is little to 		
CF | suggest, from this environment, that he thinks of himself as a man at 		
CF | all, though he is capable of walking upright and eating with utensils, 		
CF | of reading books and even of writing a legible hand. 		
CF | 		
CF | The only distinguishing mark is a miniature hung on the wall, like a 		
CF | devotional object, or perhaps a reminder. Something about the sole 		
CF | image in an otherwise bare room reminds you of the royal portrait in 		
CF | the Green Bedroom. 		
CF | 		
CF | > 		Jacqueline says, "huh"
Jacqueline says (to ClubFloyd), "u" 		
CF ] Zoo NE 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW SE 		
CF | 		
CF | > U 		
CF | 		
CF | From here, you can head northeast, southeast, and southwest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] Bear Corridor U NW 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Bear Corridor 		
CF | Less couth and cultivated than any other part of the castle, and you 		
CF | have been forbidden to visit this place before now. The walls press 		
CF | close to you on either side. The floor slopes down. Bears with sharp 		
CF | claws are carved into the rock, but they remind you of Him, and you 		
CF | are not frightened. 		
CF | 		
CF | > 		DavidW says, "You could go up, see where it connects to."
		Jacqueline asks, "What is the point of this place? Is there one?"
		Knight_Otu asks, "Mosaic room from up here?"
Jacqueline says (to ClubFloyd), "u" 		
CF ] Room with the Labyrinth Floor 		
CF ] Old Castle W . 		
CF ] Rooms searched: 42/55 D 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Room with the Labyrinth Floor 		
CF | A mosaic floor of black and white, like that of cathedrals, as 		
CF | protection against the spite of the undead: which protection might 		
CF | often have been needed, by those that dwelt here in former times. The 		
CF | way down is at the center of the maze. 		
CF | 		
CF | > 		Jacqueline says, "Yeah"
		Jacqueline says, "So maybe the Bear Corridor is just scenery to connect it to the rest of the map."
		DavidW asks, "Wasn't there also a NE exit from Rooted Room?"
		Knight_Otu says, "Possibly"
Jacqueline says (to ClubFloyd), "go to rooted room" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW S 		
CF | 		
CF | > GO TO ROOTED ROOM 		
CF | 		
CF | You head down to the bear corridor. Then northwest to the zoo. Then 		
CF | northeast to wax supply. Then west to bell castings. And finally north 		
CF | to rooted room. 		
CF | 		
CF | Rooted Room 		
CF | Cut as an afterthought through earth and the underside of the garden, 		
CF | and therefore muddy and soil-scented. 		
CF | 		
CF | > 		Jacqueline asks, "No?"
		Jacqueline says, "Unless by NE you meant SW."
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Tight Passage 		
CF | The passage through rock ends here, and begins to tunnel through soil 		
CF | instead where it heads northeast. 		
CF | 		
CF | There is also a sinister door, leading west. 		
CF | 		
CF | You can also see a cord and an inscription here. 		
CF | 		
CF | > 		DavidW says, "no, I guess the Tight Passage confused me."
		Jacqueline nods.
		DavidW says, "I was trying to map but messed up."
		Jacqueline asks, "So, what nows, brown cows?"
		Knight_Otu says, "The other rooms leading down are the Law Library and the Quarters I believe."
		Roger says, "ringing that bell might have changed something afar"
		Jacqueline asks (of KO), "Want to enter from those locations and see if we find missing rooms?"
		Knight_Otu says, "Those should be on the other side of the Crypt."
		Knight_Otu says, "Yeah."
		Jacqueline says (to Roger), "Do you mean the big bell, when I pulled the cord? I undid afterward."
		DavidW asks, "Can we ask the Beast about the spirits?"
Jacqueline says (to ClubFloyd), "go to library" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > GO TO LIBRARY 		
CF | 		
CF | Which do you mean, the Law Library or the Lie Library? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to law library" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 42/55 D S 		
CF | 		
CF | > GO TO LAW LIBRARY 		
CF | 		
CF | You head northeast to rooted room. Then up to rose garden. You climb 		
CF | into the pale light... 		
CF | 		
CF | , emerging into rose garden. Then south to cloister walk. , emerging 		
CF | into cloister walk. Then west to the parliamentary chambers. , 		
CF | emerging into the parliamentary chambers. Then west to the state 		
CF | rotunda. , emerging into the state rotunda. And then southwest to the 		
CF | law library. 		
CF | 		
CF | Law Library 		
CF | Many books of precedent line these walls, containing every kind of 		
CF | contract that can be made to bind every kind of soul. 		
CF | 		
CF | A hole in the floor descends to the other, less savory portion of this 		
CF | place. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe we should talk to the beast once more."
		Jacqueline says, "Let me look at these locations first"
Jacqueline says (to ClubFloyd), "d" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 42/55 D S 		
CF | 		
CF | > D 		
CF | 		
CF | You start into the crypt, but an icy unnatural wind blows against you, 		
CF | as though the spirits resent the intrusion of someone with a light. 		
CF | And yet you have seen the Beast come down here, from time to time, 		
CF | bearing lanterns, torches, whatever he found handy. 		
CF | 		
CF | There must be some preliminary, a matter of spiritual etiquette 		
CF | perhaps, to establish yourself as the master of those below. 		
CF | 		
CF | > 		Jacqueline says, "Okay. That's that one."
		Knight_Otu says, "Hm."
Jacqueline says (to ClubFloyd), "go to quarters" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 42/55 D S 		
CF | 		
CF | > GO TO QUARTERS 		
CF | 		
CF | You head south to the great dining hall. Then west to the enormous 		
CF | kitchen. And finally north to the servant quarters. 		
CF | 		
CF | Servant Quarters 		
CF | Not a room friendly to visitors, it has the air of resentful, martyred 		
CF | suffering. Even His most unpleasant ancestors would not have grudged 		
CF | this place more paint, surely, and more straw for the beds. 		
CF | 		
CF | A decaying ladder leads down. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 42/55 D S 		
CF | 		
CF | > D 		
CF | 		
CF | You start into the crypt, but an icy unnatural wind blows against you, 		
CF | as though the spirits resent the intrusion of someone with a light. 		
CF | And yet you have seen the Beast come down here, from time to time, 		
CF | bearing lanterns, torches, whatever he found handy. 		
CF | 		
CF | There must be some preliminary, a matter of spiritual etiquette 		
CF | perhaps, to establish yourself as the master of those below. 		
CF | 		
CF | > 		Jacqueline says, "And that's that one."
Jacqueline says (to ClubFloyd), "go to beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > GO TO BEAST 		
CF | 		
CF | You head south to the enormous kitchen. Then east to the great dining 		
CF | hall. Then north to the law library. Then north to the lower bulb. 		
CF | Then up to the upper bulb. And finally east to the gallery of still 		
CF | life. 		
CF | 		
CF | Gallery of Still Life 		
CF | Natural light from the south -- coming in from the courtyard, you 		
CF | suppose, though you are too short to see out -- illuminates a series 		
CF | of still life paintings on the north wall: one showing the Wedding 		
CF | Treasure when Lucrezia arrived from Medici-Credenza, the other rather 		
CF | fancifully entitled Supper with M. 		
CF | 		
CF | Nearby an open heavy door leads east to the white gallery. 		
CF | 		
CF | And here Beast lies, sprawled on the ground as if he'd fallen. 		
CF | 		
CF | > 		Knight_Otu says, "Weird."
Jacqueline says (to ClubFloyd), "talk to beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > TALK TO BEAST 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "wake beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > WAKE BEAST 		
CF | 		
CF | Though you shake him vigorously, he does not stir. 		
CF | 		
CF | > 		Roger says, "Woe, milady, I am starving. Beast, I just fed you a dozen turns ago. STARVING"
		MoyTravis says, "gah he really does sleep 20 hours a day"
		DavidW says, "I didn't realize he was sleeping."
		MoyTravis says, "Just summon up some soup and dump it on him."
		Jacqueline says, "He fell asleep again before we'd even left, as if telling us what he did took it out of him."
		Knight_Otu says, "Bet he wakes us two hours before breakfast as well."
		DavidW says, "ok. Try putting the candle on the stool in the tight passage or rooted room."
		Jacqueline says, "Hm. Okay."
Jacqueline says (to ClubFloyd), "go to tight passage" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > GO TO TIGHT PASSAGE 		
CF | 		
CF | You head west to the upper bulb. Then down to the lower bulb. Then 		
CF | east to the state rotunda. Then east to the parliamentary chambers. 		
CF | Then east to cloister walk. Then north to rose garden. Then down to 		
CF | rooted room. And finally southwest to tight passage. 		
CF | 		
CF | Tight Passage 		
CF | The passage through rock ends here, and begins to tunnel through soil 		
CF | instead where it heads northeast. 		
CF | 		
CF | There is also a sinister door, leading west. 		
CF | 		
CF | You can also see a cord and an inscription here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drop stool" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > DROP STOOL 		
CF | 		
CF | You set the stool down next to one wall. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put candle on stool" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > PUT CANDLE ON STOOL 		
CF | 		
CF | You put the candle on the stool. 		
CF | 		
CF | > 		Jacqueline frowns.
DavidW says (to ClubFloyd), "x inscription" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > X INSCRIPTION 		
CF | 		
CF | There's lettering beneath the pullcord. 		
CF | 		
CF | The candle is at about the right height here to illuminate the 		
CF | inscription, but the angle's off; further down the corridor would be 		
CF | better. 		
CF | 		
CF | > 		DavidW says, "RIght idea, wrong location."
		Jacqueline says, "Ah"
		DavidW says, "Try it at Rooted Room."
Jacqueline says (to ClubFloyd), "take stool and candle" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > TAKE STOOL AND CANDLE 		
CF | 		
CF | stool: You acquire the stool. 		
CF | candle: You pick up the candle, restoring the lighting to a more 		
CF | natural angle. Immediately the place seems less unnerving. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > SW 		
CF | 		
CF | You start into the crypt, but an icy unnatural wind blows against you, 		
CF | as though the spirits resent the intrusion of someone with a light. 		
CF | And yet you have seen the Beast come down here, from time to time, 		
CF | bearing lanterns, torches, whatever he found handy. 		
CF | 		
CF | There must be some preliminary, a matter of spiritual etiquette 		
CF | perhaps, to establish yourself as the master of those below. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW S 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Rooted Room 		
CF | Cut as an afterthought through earth and the underside of the garden, 		
CF | and therefore muddy and soil-scented. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drop stool" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW S 		
CF | 		
CF | > DROP STOOL 		
CF | 		
CF | You set the stool down next to one wall. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put candle on stool" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW S 		
CF | 		
CF | > PUT CANDLE ON STOOL 		
CF | 		
CF | You put the candle on the stool, aligning it neatly against the wall. 		
CF | A harsh raking illumination is now cast along the wall, about at a 		
CF | height with your knees. 		
CF | 		
CF | > 		Jacqueline says, "okay, Emily. Sure."
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Darkness NE 		
CF ] . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Darkness 		
CF | The light from northeast comes in a bit above floor-level, sharply 		
CF | illuminating one wall but leaving the rest of your surroundings dark 		
CF | and unfathomable. 		
CF | 		
CF | The inscription stands out beautifully now. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read inscription" 		
CF ] Darkness NE 		
CF ] . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > READ INSCRIPTION 		
CF | 		
CF | You read: Pull this cord, then wait in the room directly above to 		
CF | speak with Lucrezia's steward. Do not let more than five minutes pass 		
CF | between the summons and the waiting, or he will depart again without 		
CF | offering aid. 		
CF | 		
CF | > 		Jacqueline says, "I dunno if I wanna do that, Inscription."
		Jacqueline says, "That sounds bad. But also plot-advancing."
		Knight_Otu says, "Should be the parliamentary chambers."
		Jacqueline asks, "So ... do that?"
		Knight_Otu asks, "I guess we should?"
		Jacqueline looks nervous.
		MoyTravis says, "I doubt that she made it have dead-man-walking states."
Jacqueline says (to ClubFloyd), "pull cord" 		
CF ] Darkness NE 		
CF ] . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > PULL CORD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis asks, "Worst that'll happen is the steward leaves and we have to resummon, I...hope?"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Darkness NE 		
CF ] . 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > L 		
CF | 		
CF | Darkness 		
CF | The light from northeast comes in a bit above floor-level, sharply 		
CF | illuminating one wall but leaving the rest of your surroundings dark 		
CF | and unfathomable. 		
CF | 		
CF | The inscription stands out beautifully now. 		
CF | 		
CF | > 		DavidW says, "yes"
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW S 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Rooted Room 		
CF | Cut as an afterthought through earth and the underside of the garden, 		
CF | and therefore muddy and soil-scented. 		
CF | 		
CF | You can see a stool (on which is a candle (providing light)) here. 		
CF | 		
CF | > 		DavidW says, "You need the candle to see the cord"
Jacqueline says (to ClubFloyd), "take candle and stool" 		
CF ] Rooted Room U 		
CF ] Basement . 		
CF ] Rooms searched: 42/55 SW S 		
CF | 		
CF | > TAKE CANDLE AND STOOL 		
CF | 		
CF | candle: You pick up the candle, restoring the lighting to a more 		
CF | natural angle. Immediately the place seems less unnerving. 		
CF | stool: You acquire the stool. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Tight Passage 		
CF | The passage through rock ends here, and begins to tunnel through soil 		
CF | instead where it heads northeast. 		
CF | 		
CF | There is also a sinister door, leading west. 		
CF | 		
CF | You can also see a cord and an inscription here. 		
CF | 		
CF | > 		DavidW asks, "which room is directly above Tight Passage?"
		Jacqueline asks, "Parliamentry Chambers?"
		Jacqueline asks, "Is that your thought, KO?"
Jacqueline says (to ClubFloyd), "pull cord" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > PULL CORD 		
CF | 		
CF | You give the cord a hard yank. Somewhere above you a very deep bell 		
CF | tolls. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to parliamentry chambers" 		
CF ] Parliamentary Chambers 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > GO TO PARLIAMENTRY CHAMBERS 		
CF | 		
CF | You head northeast to rooted room. Then up to rose garden. You climb 		
CF | into the pale light... 		
CF | 		
CF | , emerging into rose garden. Then south to cloister walk. , emerging 		
CF | into cloister walk. And then west to the parliamentary chambers. 		
CF | 		
CF | Parliamentary Chambers 		
CF | Despite its grand name, this is one of the smaller chambers of the 		
CF | castle, because the kings were never inclined to brook too much 		
CF | advice. On each side of the room are two neat oak benches, seating for 		
CF | perhaps thirty men -- and, more rarely, women, and a few characters 		
CF | who could not be called by either term. 		
CF | 		
CF | > 		DavidW says, "and WAIT"
Jacqueline says (to ClubFloyd), "z" 		
CF ] Parliamentary Chambers 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > Z 		
CF | 		
CF | There is a scuffle, and a presence unfolds itself from where it was 		
CF | waiting, unseen, on the benches. It comes towards you and circles you, 		
CF | and you have the idea -- more imagination than eyesight -- that this 		
CF | was once a tall, thin man of considerable power. 		
CF | 		
CF | It says a few words in the bastardized Italian of the state of 		
CF | Medici-Credenza, and you hear the scrape of wood and stone from 		
CF | somewhere below you: a door opening. 		
CF | 		
CF | Then the presence vanishes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Parliamentary Chambers 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Parliamentary Chambers 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline asks, "The presence was there?"
		Jacqueline says, "Oh it was."
		DavidW says, "yes. Why did you undo? He opened a door for us."
		Jacqueline says, "Oh, the door - I get it."
		DavidW says, "a SINISTER door"
Jacqueline says (to ClubFloyd), "z" 		
CF ] Parliamentary Chambers 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 42/55 		
CF | 		
CF | > Z 		
CF | 		
CF | There is a scuffle, and a presence unfolds itself from where it was 		
CF | waiting, unseen, on the benches. It comes towards you and circles you, 		
CF | and you have the idea -- more imagination than eyesight -- that this 		
CF | was once a tall, thin man of considerable power. 		
CF | 		
CF | It says a few words in the bastardized Italian of the state of 		
CF | Medici-Credenza, and you hear the scrape of wood and stone from 		
CF | somewhere below you: a door opening. 		
CF | 		
CF | Then the presence vanishes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to tight passage" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 42/55 SW 		
CF | 		
CF | > GO TO TIGHT PASSAGE 		
CF | 		
CF | You head east to cloister walk. Then north to rose garden. Then down 		
CF | to rooted room. And finally southwest to tight passage. 		
CF | 		
CF | Tight Passage 		
CF | The passage through rock ends here, and begins to tunnel through soil 		
CF | instead where it heads northeast. 		
CF | 		
CF | There is also a sinister door, leading west -- and currently open. 		
CF | 		
CF | You can also see a cord and an inscription here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Lucrezia's Study 		
CF | Little survives here, enough to suggest that a number of books were 		
CF | burned and glass tools smashed. You can only guess at why, or by whom. 		
CF | 		
CF | But the dominant item is the vast image of Lucrezia at a wardrobe 		
CF | fitting of some kind. 		
CF | 		
CF | There is also a sinister door, leading east -- and currently open. 		
CF | 		
CF | A single pile of notes remains. 		
CF | 		
CF | > 		MoyTravis exclaims, "What a SINISTER door! It's just...sitting there, being door-like!"
		MoyTravis asks, "What makes it so sinister?"
Jacqueline says (to ClubFloyd), "x image" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > X IMAGE 		
CF | 		
CF | Lucrezia stands, imperiously, in what is now the empty bedroom, while 		
CF | a gnome-like shoemaker at her feet customizes pair after pair of shoes 		
CF | to her misshapen-- 		
CF | 		
CF | You look away, unnerved, towards a less disturbing element, the 		
CF | leather tambourine in Lucrezia's hand. 		
CF | 		
CF | > 		DavidW says, "well examine image and read pile."
Jacqueline says (to ClubFloyd), "x tambourine" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > X TAMBOURINE 		
CF | 		
CF | Lucrezia stands, imperiously, in what is now the empty bedroom, while 		
CF | a gnome-like shoemaker at her feet customizes pair after pair of shoes 		
CF | to her misshapen-- 		
CF | 		
CF | You look away, unnerved, towards a less disturbing element, the 		
CF | leather tambourine in Lucrezia's hand. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry, had some connection issue."
Jacqueline says (to ClubFloyd), "read notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ NOTES 		
CF | 		
CF | Simply flipping through them with no particular goal in mind is 		
CF | inexplicably disquieting to you, as though you might learn a maddening 		
CF | truth if you are not extremely cautious. 		
CF | 		
CF | > 		DavidW says, "I guess the tambourine summons the shoemaker."
DavidW says (to ClubFloyd), "look up beast in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP BEAST IN NOTES 		
CF | 		
CF | You can discover no specific references to the Beast; though your hazy 		
CF | impression from his conversation is that he never knew Lucrezia, she 		
CF | having been generations before him. 		
CF | 		
CF | > 		Jacqueline says, "Maybe. But there's no actual tambourine yet."
DavidW says (to ClubFloyd), "look up tambourine in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP TAMBOURINE IN NOTES 		
CF | 		
CF | The shoemaker so busily fitting Lucrezia in the portrait does not seem 		
CF | to have been sufficiently interesting to warrant a record in these 		
CF | notes, though perhaps the terms of his engagement will be found in the 		
CF | contract book. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up Elzibad in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP ELZIBAD IN NOTES 		
CF | 		
CF | Lucrezia seems to have been quite interested in Elzibad, or rather, in 		
CF | what happened to the castle after Elzibad's death, when contracts were 		
CF | made binding upon all who entered. But there is nothing in her notes 		
CF | to suggest that she had access to sources beyond the papers in the 		
CF | records room, and therefore you are likely to be able to find out all 		
CF | the same yourself, if you wish. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up shoemaker in book" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP SHOEMAKER IN BOOK 		
CF | 		
CF | The runes are unfamiliar to you, but you know what the book is: a 		
CF | record of all the contracts of all the souls enslaved to the king of 		
CF | this castle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up poison in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP POISON IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up spirits in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP SPIRITS IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up devil in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP DEVIL IN NOTES 		
CF | 		
CF | References to the devil are scattered throughout the pages, with no 		
CF | one portion devoted to him entirely. Somewhat to your surprise, 		
CF | Lucrezia does not seem to have been an ardent fan of the Old 		
CF | Gentleman, neither a professed witch nor a worshipper at his court; 		
CF | she was merely interested in a pragmatic, legalistic way in the 		
CF | question of whether his compact with the ruling family of this castle 		
CF | could ever be dissolved, with or without the damnation of all parties. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up compact in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP COMPACT IN NOTES 		
CF | 		
CF | References to the devil are scattered throughout the pages, with no 		
CF | one portion devoted to him entirely. Somewhat to your surprise, 		
CF | Lucrezia does not seem to have been an ardent fan of the Old 		
CF | Gentleman, neither a professed witch nor a worshipper at his court; 		
CF | she was merely interested in a pragmatic, legalistic way in the 		
CF | question of whether his compact with the ruling family of this castle 		
CF | could ever be dissolved, with or without the damnation of all parties. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up pen in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP PEN IN NOTES 		
CF | 		
CF | About the pen there is a considerable raving: "Many tests of fire, 		
CF | water, pressure, torsion, acid, and poison have failed; even gunpowder 		
CF | and holy water have not sufficed to ruin it; nor do I now believe that 		
CF | it can be destroyed, but suppose that, being plucked from the wing of 		
CF | the old man my father, it partakes of his same eternal nature. 		
CF | Therefore the arrangement must be dissolved in some other way." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up gargoyle in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP GARGOYLE IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up book in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP BOOK IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		Jacqueline says, "That bit about the pen was interesting and lovely in a dark way."
DavidW says (to ClubFloyd), "look up roses in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP ROSES IN NOTES 		
CF | 		
CF | The roses are of Lucrezia's own breeding, and you have the impression 		
CF | she regarded them in the nature of a practical joke. 		
CF | 		
CF | > 		Knight_Otu asks, "Mirror?"
Jacqueline says (to ClubFloyd), "x mirror" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > X MIRROR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up mirror in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP MIRROR IN NOTES 		
CF | 		
CF | There are various records of the conferences Lucrezia had with various 		
CF | friends, family members, and servants, by ringing bells in the 		
CF | presence of her magical mirrors. 		
CF | 		
CF | > 		DavidW says, "I don't remember any mirror"
		Jacqueline says, "In our bedroom."
Jacqueline says (to ClubFloyd), "look up bells in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP BELLS IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up bells in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP BELLS IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		Knight_Otu says, "The bench had her look into a mirror I believe."
DavidW says (to ClubFloyd), "look up bench in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP BENCH IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up miniature in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP MINIATURE IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up tambourine in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP TAMBOURINE IN NOTES 		
CF | 		
CF | The shoemaker so busily fitting Lucrezia in the portrait does not seem 		
CF | to have been sufficiently interesting to warrant a record in these 		
CF | notes, though perhaps the terms of his engagement will be found in the 		
CF | contract book. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up shoemaker in contract book" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP SHOEMAKER IN CONTRACT BOOK 		
CF | 		
CF | The runes are unfamiliar to you, but you know what the book is: a 		
CF | record of all the contracts of all the souls enslaved to the king of 		
CF | this castle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up translation room in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP TRANSLATION ROOM IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up hourglass in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP HOURGLASS IN NOTES 		
CF | 		
CF | From the notes you have the impression that Lucrezia understood the 		
CF | function of the hourglass and expected that everyone else did also; 		
CF | therefore, maddeningly, she did not record it. But it seems merely to 		
CF | be a measure of something, not a source of power or control. 		
CF | 		
CF | > 		Jacqueline says, "That feels weird, the entry about the shoemaker. Like maybe that's not the entry."
		DavidW says, "I think we need to have someone read the contract book for us."
		DavidW says, "I have a vague memory of that."
		Knight_Otu asks, "I think we can read it in the translation room?"
		Jacqueline asks (of DW), "Someone who is asleep?"
		Jacqueline exclaims, "Oh, yeah. The translation room!"
Jacqueline says (to ClubFloyd), "go to translation room" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO TRANSLATION ROOM 		
CF | 		
CF | You head east to tight passage. Then northeast to rooted room. Then up 		
CF | to rose garden. You climb into the pale light... 		
CF | 		
CF | , emerging into rose garden. Then south to cloister walk. , emerging 		
CF | into cloister walk. Then west to the parliamentary chambers. , 		
CF | emerging into the parliamentary chambers. Then west to the state 		
CF | rotunda. , emerging into the state rotunda. Then west to the lower 		
CF | bulb. , emerging into the lower bulb. And then west to the translation 		
CF | room. 		
CF | 		
CF | Translation Room 		
CF | Endowed with a deep power that dissolves into ready vernacular even 		
CF | the most ancient and secret scripts of the Law Library. 		
CF | 		
CF | You can see an ordinary quill pen here. 		
CF | 		
CF | > 		DavidW says, "Someone else we haven't seen yet."
Jacqueline says (to ClubFloyd), "read about shoemaker in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT SHOEMAKER IN BOOK 		
CF | 		
CF | You find a contract for a shoemaker: longer than the average contract, 		
CF | because it seems to have enslaved the man almost without limit, to 		
CF | serve Lucrezia's constant need: she had very very bad feet. It omits 		
CF | the usual information about the summons and the usual location of 		
CF | action, but the image in Lucrezia's study is more helpful -- perhaps, 		
CF | again, an intentional precaution on her part. 		
CF | 		
CF | > 		DavidW says, "oh. We can read the book here ourselves."
		Jacqueline says, "Yes"
		Jacqueline says, "Even the Beast had to come here to read it."
		DavidW says, "THe room is like a universal translator."
Knight_Otu says (to ClubFloyd), "read about lamplighter in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT LAMPLIGHTER IN BOOK 		
CF | 		
CF | To live as a thin spirit, having no volition, and lighting the lamps 		
CF | whenever the silver bell is rung. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read about cook in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT COOK IN BOOK 		
CF | 		
CF | Dozens of cooks were placed under contract, at different times, new 		
CF | ones being brought on as the old ones were unable to keep up with the 		
CF | current fashions in cuisine; and these are controlled in turn by the 		
CF | gold dinner bell. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read about beast in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT BEAST IN BOOK 		
CF | 		
CF | Even if you knew his name, he wouldn't be listed here, of course. The 		
CF | master is not contracted, only the servants. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read about spirits in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT SPIRITS IN BOOK 		
CF | 		
CF | You discover nothing of interest in the great contract book. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read about crypt in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT CRYPT IN BOOK 		
CF | 		
CF | You discover nothing of interest in the great contract book. 		
CF | 		
CF | > 		Roger asks, "are we in the book?"
Jacqueline says (to ClubFloyd), "read about steward in the book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT STEWARD IN THE BOOK 		
CF | 		
CF | The contract you uncover here is written in such a technical language 		
CF | of necromancy and chthonic ritual that you cannot uncover the gist of 		
CF | it, but describes a steward of special guarding powers, owing a debt 		
CF | to Lucrezia and not necessarily to the others of her house. 		
CF | 		
CF | > 		MoyTravis asks, "...don't both parties usually have to sign a contract?"
Knight_Otu says (to ClubFloyd), "read about me in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT ME IN BOOK 		
CF | 		
CF | You search, search, search -- and here is the page with your name at 		
CF | the top. But the contract below, which stipulates your eternal 		
CF | imprisonment here, has been amended with a permission to leave and 		
CF | return within seven days. Then: "Guarantor of this exchange: the king 		
CF | of the castle and all his rights and servants." Which means that if 		
CF | you had not returned, the Beast would have been forfeit and all the 		
CF | servants as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read about father in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT FATHER IN BOOK 		
CF | 		
CF | Your father's contract is just before your own: a lifetime (and 		
CF | deathtime) of service in this castle, as the immediate result of 		
CF | setting foot herein. From comparison to some of the other contracts, 		
CF | you see that it would have been easy service indeed, no manual labor 		
CF | but only companionship to the king, and no command-bell to make him 		
CF | come or go. 		
CF | 		
CF | But the contract has been amended in a small neat hand that says: 		
CF | "Voided in voluntary exchange for his daughter's service." That would 		
CF | be where you come in. And: "Guarantor of this exchange: the king of 		
CF | the castle and all his rights and servants." 		
CF | 		
CF | > 		MoyTravis asks, "So, is there a Ghost Lawyer you bring these to for amendment?"
		MoyTravis asks, "Read about lawyer in book?"
		DavidW says, "Something like that, yes."
Knight_Otu says (to ClubFloyd), "read about lawyer in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT LAWYER IN BOOK 		
CF | 		
CF | You discover nothing of interest in the great contract book. 		
CF | 		
CF | > 		MoyTravis says, "(on the off chance that there is)"
		MoyTravis says, "Bah. No Ghost Law anecdotes here."
Knight_Otu says (to ClubFloyd), "read about phantom in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT PHANTOM IN BOOK 		
CF | 		
CF | You discover nothing of interest in the great contract book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read about guardian in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT GUARDIAN IN BOOK 		
CF | 		
CF | You discover nothing of interest in the great contract book. 		
CF | 		
CF | > 		Jacqueline says, "I don't think there'll be an entry, but..."
Jacqueline says (to ClubFloyd), "read about Elzibad in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT ELZIBAD IN BOOK 		
CF | 		
CF | The kings you will not find contracted here, though there might be 		
CF | some history in the papers of the records room. 		
CF | 		
CF | > 		Jacqueline says, "Okay, yeah."
Knight_Otu says (to ClubFloyd), "read about gargoyle in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT GARGOYLE IN BOOK 		
CF | 		
CF | After some researches you succeed in finding a reference, to a young 		
CF | doctor who was contracted to the castle to relieve the impotence of 		
CF | the king's brother, Duke Cantherius. 		
CF | 		
CF | > 		Jacqueline says, "Oho - a name."
		Jacqueline says, "We didn't have his name before. Not sure if it's helpful, though."
Knight_Otu says (to ClubFloyd), "read about doctor in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT DOCTOR IN BOOK 		
CF | 		
CF | After some researches you succeed in finding a reference, to a young 		
CF | doctor who was contracted to the castle to relieve the impotence of 		
CF | the king's brother, Duke Cantherius. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read about crimson bell in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT CRIMSON BELL IN BOOK 		
CF | 		
CF | You discover nothing of interest in the great contract book. 		
CF | 		
CF | > 		MoyTravis says, "No, that was the Duke. Err. I mean. We saw "Cantherius" in the newspaper."
		MoyTravis says, "The doctor is still unnamed."
DavidW says (to ClubFloyd), "read about miniature in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT MINIATURE IN BOOK 		
CF | 		
CF | With some effort, you find the contract, which turns to be one of a 		
CF | large number of contracts involving young women. These all occur 		
CF | towards the end of the book, shortly before your own. 		
CF | 		
CF | In fact, this is the very last contract recorded before your father's 		
CF | and yours: a young woman named Yvette, brought to the castle -- though 		
CF | she was betrothed to a lord already -- to "serve" the king. You have 		
CF | the impression that the contract book is leaving out a good deal, such 		
CF | as why Yvette was associated with the girdle, and what she was doing 		
CF | here. Perhaps in the papers there will be something. 		
CF | 		
CF | > 		Jacqueline asks (of Travis), "The... the newspaper?"
		Jacqueline says, "Also, yay. Another name."
		Knight_Otu asks, "The record room?"
		MoyTravis asks, "The...the papers? Gah. Was I just eliding "papers" as "newspapers" this whole time?"
		DavidW says, "hm. I didn't pick up on the girdle part before."
		Roger says, "mmmm, griddle"
		Jacqueline asks, "Shall we head back to Lucrezia's place? Read some more?"
		DavidW says, "okay"
Jacqueline says (to ClubFloyd), "go to papers" 		Knight_Otu says, "Sure."
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO PAPERS 		
CF | 		
CF | You head east to the lower bulb. Then up to the upper bulb. And 		
CF | finally west to the records room. 		
CF | 		
CF | Records Room 		
CF | Where all the papers and histories are kept, not only for the royal 		
CF | family, but for kin in every kind and direction. 		
CF | 		
CF | > 		Jacqueline says, "That is not what I meant. I guess I meant 'notes' but while we're here..."
Jacqueline says (to ClubFloyd), "look up Yvette in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP YVETTE IN PAPERS 		
CF | 		
CF | It takes some searching, but you find it eventually. The king in these 		
CF | parts was accustomed to bring young ladies to the castle when his 		
CF | wooing of them was unsuccessful, whereupon they were under contract 		
CF | and unable to resist him. 		
CF | 		
CF | This he did for many years, snatching away men's brides; until one day 		
CF | he stole Yvette. She was only a humble milkmaid, but so beautiful she 		
CF | was betrothed to a lord, etc., etc., and moreover her 		
CF | great-great-grandmother had been Lucrezia the Enchantress (oh dear), 		
CF | so she possessed a magical girdle of surpassing power. 		
CF | 		
CF | When she discovered what was about to happen to her, while she was 		
CF | still on the drawbridge of the castle, she cursed the king to become a 		
CF | mere beast, so that the spell would never be lifted until someone 		
CF | loved him who was not under magical contract. What was more, this 		
CF | person would need the power of that same magical girdle... 		
CF | 		
CF | There is even a small woodcut of the grieving Yvette, carrying a cow 		
CF | bell and looking downtrodden. 		
CF | 		
CF | > 		Jacqueline says, "huh"
		Jacqueline asks, "We're kinda under contract, aren't we?"
		Roger says, "I think our dad was? But maybe"
		Knight_Otu says, "We are."
		MoyTravis says, "...yeah, we are."
		Jacqueline says, "I guess maybe today we're not? Since it's vacation still"
		MoyTravis says, "Well we're back on castle grounds, I dunno if the contract recognizes staycations."
		DavidW says, "We still need the girdle, though."
		Jacqueline says (to Travis), "heh"
		Jacqueline says (to DW), "Yeah"
		MoyTravis says, "Gotta call our Ghost Lawyer and make that argument."
		DavidW asks, "Did we see a cow bell earlier last week?"
		Knight_Otu says, "Vacation in Balconia."
Jacqueline says (to ClubFloyd), "look up Cantherius in papers" 		
CF ] Records Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP CANTHERIUS IN PAPERS 		
CF | 		
CF | Among the records there is a large section on the various failed 		
CF | romantic business of the kings and queens and their brothers and 		
CF | sisters, so that you might almost suspect this to be part of the 		
CF | castle's curse. 		
CF | 		
CF | In this collection, you find the history of Duke Cantherius: married 		
CF | at 59 to a lissome wife of 17, he "urgently desired to enjoy her 		
CF | company", but found himself unable. He consulted a young Parisian 		
CF | doctor, who contracted that through his services the Duchess would be 		
CF | delivered of a child within the year. 		
CF | 		
CF | Alas, medicine brought no relief; not even that most reliable method, 		
CF | an ointment of honey, crow's egg, and the gall of an electric eel. The 		
CF | Duchess began to hint that she meant to have the marriage annulled; 		
CF | the Duke grew abusive. Seeing no solution through medical arts, the 		
CF | doctor was compelled by his contract to seduce the Duchess. 		
CF | 		
CF | When the young woman was delivered of triplets, the Duke kept two of 		
CF | the boys and raised them as his own; the third he strangled, together 		
CF | with the doctor himself, as a punishment to his erring wife. 		
CF | 		
CF | Whereupon the ugly gargoyle appeared on the stair, and could never be 		
CF | budged. 		
CF | 		
CF | > 		Jacqueline says, "Okay, same stuff."
		Knight_Otu says, "I don't recall a cow bell."
Jacqueline says (to ClubFloyd), "go to notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO NOTES 		
CF | 		
CF | You head east to the upper bulb. Then down to the lower bulb. Then 		
CF | east to the state rotunda. Then east to the parliamentary chambers. 		
CF | Then east to cloister walk. Then north to rose garden. Then down to 		
CF | rooted room. Then southwest to tight passage. And finally west to 		
CF | lucrezia's study. 		
CF | 		
CF | Lucrezia's Study 		
CF | Little survives here, enough to suggest that a number of books were 		
CF | burned and glass tools smashed. You can only guess at why, or by whom. 		
CF | 		
CF | But the dominant item is the vast image of Lucrezia at a wardrobe 		
CF | fitting of some kind. 		
CF | 		
CF | There is also a sinister door, leading east -- and currently open. 		
CF | 		
CF | A single pile of notes remains. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read about yvetter in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT YVETTER IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up Cantherius in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > LOOK UP CANTHERIUS IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		DavidW says, "you misspelt Yvette"
		Knight_Otu says, "Yvette would be long after the notes were written though... normally."
		DavidW says, "Also, Yvette would've been after Lucrezia's time."
		Jacqueline says, "Oh, so I did, but... don't think - yeah."
Jacqueline says (to ClubFloyd), "read about Yvette in notes" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > READ ABOUT YVETTE IN NOTES 		
CF | 		
CF | You discover nothing of interest in the pile of notes. 		
CF | 		
CF | > 		Jacqueline thinks.
		DavidW says, "I'd like to see the bell room again."
		Jacqueline says, "Okay."
Jacqueline says (to ClubFloyd), "go to bell room" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 43/55 S 		
CF | 		
CF | > GO TO BELL ROOM 		
CF | 		
CF | You head east to tight passage. Then northeast to rooted room. Then up 		
CF | to rose garden. You climb into the pale light... 		
CF | 		
CF | , emerging into rose garden. Then south to cloister walk. , emerging 		
CF | into cloister walk. Then west to the parliamentary chambers. , 		
CF | emerging into the parliamentary chambers. Then west to the state 		
CF | rotunda. , emerging into the state rotunda. Then west to the lower 		
CF | bulb. , emerging into the lower bulb. Then up to the upper bulb. , 		
CF | emerging into the upper bulb. Then east to the gallery of still life. 		
CF | , emerging into the gallery of still life. Then east to the white 		
CF | gallery. , emerging into the white gallery. And then east to the 		
CF | bellroom. 		
CF | 		
CF | Bellroom 		
CF | Kept, conveniently, close to where the masters of the house would once 		
CF | have slept. There are bells large and small, clappers, tambourines, 		
CF | and gongs. Most of these you have never seen used at all. 		
CF | 		
CF | Roses from the garden below have crept up to grow around the north 		
CF | window, lending a sickly smell to the place. 		
CF | 		
CF | Nearby an open heavy door leads south to the private parlor. 		
CF | 		
CF | Catching your eye among many other unfamiliar items are a cow bell, a 		
CF | leather tambourine, a silver bell, and a little gold dinner bell. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Jacqueline asks, "Were those there before?"
		Knight_Otu says, "Well, there thy are."
		DavidW says, "Cow bell and tambourine"
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 43/55 S 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | cow bell: You acquire the cow bell, and assess it curiously. 		
CF | 		
CF | Much like the ones you used on the cows at home. 		
CF | 		
CF | leather tambourine: You acquire the leather tambourine, and assess it 		
CF | curiously. 		
CF | 		
CF | A hoop stretched with good-quality leather. 		
CF | 		
CF | silver bell: You acquire the silver bell. 		
CF | little gold dinner bell: You acquire the little gold dinner bell. 		
CF | 		
CF | > 		Knight_Otu says, "No. They were generated by us reading about them."
		Jacqueline raises an eyebrow.
		Roger says, "we also read about a griddle so hmmm"
		Jacqueline asks, "So, I hate this, but we call the shoemaker, he adjusts the cloven shoes for our feet, and then we can walk into the crypt, maybe?"
		DavidW asks, "The image in the study had a wardrobe. Have we seen a wardrobe?"
		Knight_Otu says, "I guess the idea is that we didn#t recognize them as important."
		Jacqueline says (to Roger), "Quit thinking about pancakes."
Knight_Otu says (to ClubFloyd), "objects" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 43/55 S 		
CF | 		
CF | > OBJECTS 		
CF | 		
CF | Thus far you have seen an iron-barred gate, a helmet, an assassination 		
CF | of King Elzibad, an iron cage, a sceptre, a puzzle piece, a pair of 		
CF | cloven shoes, a miniature, a poison vial, an obscene gargoyle, a map, 		
CF | a great contract book, an ivory door, a papers, an ordinary quill pen, 		
CF | some discarded embroidery materials, some iron windchimes, a small 		
CF | key, a small door, a cord, an inscription, a pile of notes, an image, 		
CF | a sinister door, Wedding Treasure, a heavy door, a mechanical 		
CF | chessplayer, a bentwood table, a jigsaw puzzle, a royal portrait, a 		
CF | stool, a shackle, a little gold dinner bell, a silver bell, a heavy 		
CF | door, a north window, a candle, a feast, a leather tambourine, a cow 		
CF | bell, a Beast and an iron key. 		
CF | 		
CF | > 		DavidW) Roger said, "I'd like my waffles with blueberry syrup and fresh butter, please."
		Jacqueline says, "Let's go to the cypt, find Yvette's body, and steal her girdle."
		Jacqueline says, "Right off of her corpse."
		DavidW says, "Maybe it's in a wardrobe."
		MoyTravis says, "Seems right, really."
		Jacqueline says, "Oh, true. That'd be less fun, though."
		Roger says, "in the fridge"
		Knight_Otu says, "I don#t see a wardrobe, but I'd think it would be in a bedroom."
		DavidW says, "Anyway, the tambourine for the shoes seems like an easy step currently."
		Jacqueline says, "Roger, I get that you Canadians like to think about things you can put maple syrup on, but now really isn't the time."
Jacqueline says (to ClubFloyd), "go to lucrezia's room" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 43/55 S 		
CF | 		
CF | > GO TO LUCREZIA'S ROOM 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		DavidW says, "study"
Jacqueline says (to ClubFloyd), "go to study" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO STUDY 		
CF | 		
CF | You head west to the white gallery. Then west to the gallery of still 		
CF | life. Then west to the upper bulb. Then down to the lower bulb. Then 		
CF | east to the state rotunda. Then east to the parliamentary chambers. 		
CF | Then east to cloister walk. Then north to rose garden. Then down to 		
CF | rooted room. Then southwest to tight passage. And finally west to 		
CF | lucrezia's study. 		
CF | 		
CF | Lucrezia's Study 		
CF | Little survives here, enough to suggest that a number of books were 		
CF | burned and glass tools smashed. You can only guess at why, or by whom. 		
CF | 		
CF | But the dominant item is the vast image of Lucrezia at a wardrobe 		
CF | fitting of some kind. 		
CF | 		
CF | There is also a sinister door, leading east -- and currently open. 		
CF | 		
CF | A single pile of notes remains. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Thanks."
Jacqueline says (to ClubFloyd), "play tambourine" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > PLAY TAMBOURINE 		
CF | 		
CF | You strike the tambourine, but the shoemaker doesn't materialize. And 		
CF | now you think about it, didn't that image in Lucrezia's study show 		
CF | where she was being fitted? Hm. 		
CF | 		
CF | > 		Jacqueline says, "Near a wardrobe."
		Jacqueline frowns.
		Jacqueline asks, "The bedrooms?"
DavidW says (to ClubFloyd), "go to wardrobe" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO WARDROBE 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		Jacqueline says, "The empty bedroom, maybe"
		Knight_Otu says, "That'swhat I'd think."
Jacqueline says (to ClubFloyd), "go to parlour" 		
CF ] Lucrezia's Study 		
CF ] Basement . E 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO PARLOUR 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to parlor" 		
CF ] Private Parlor N 		
CF ] Apartments W . E 		
CF ] Rooms searched: 43/55 SW S SE 		
CF | 		
CF | > GO TO PARLOR 		
CF | 		
CF | You head east to tight passage. Then northeast to rooted room. Then up 		
CF | to rose garden. You climb into the pale light... 		
CF | 		
CF | , emerging into rose garden. Then south to cloister walk. , emerging 		
CF | into cloister walk. Then west to the parliamentary chambers. , 		
CF | emerging into the parliamentary chambers. Then west to the state 		
CF | rotunda. , emerging into the state rotunda. Then south to the central 		
CF | courtyard. , emerging into the central courtyard. Then east to the 		
CF | ground floor helical staircase. , emerging into the ground floor 		
CF | helical staircase. Then up to the upstairs helical staircase. , 		
CF | emerging into the upstairs helical staircase. And then east to the 		
CF | private parlor. 		
CF | 		
CF | Private Parlor 		
CF | A sitting room of the family, in old times, and familiar territory to 		
CF | you now as well. Your bedroom is just south; other bedrooms, mostly 		
CF | smaller, in other directions. 		
CF | 		
CF | Nearby an open heavy door leads north to the bellroom. 		
CF | 		
CF | You can also see a bentwood table (on which is a jigsaw puzzle) here. 		
CF | 		
CF | > 		Knight_Otu says, "One of the bedrooms."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Empty Bedroom 		
CF | Like a monk's chamber compared to every other part of the palace, just 		
CF | bare walls now. Here your father stayed, when he made his ill-fated 		
CF | journey to the castle. The Beast told you this, on your first visit. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play tambourine" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > PLAY TAMBOURINE 		
CF | 		
CF | A brisk wind fusses about your feet, then does something to the shoes, 		
CF | resizing and slightly reshaping so that they might have a hope of 		
CF | staying on you. 		
CF | 		
CF | > 		MoyTravis says, "Nifty."
Jacqueline says (to ClubFloyd), "wear shoes" 		
CF ] Empty Bedroom NW 		
CF ] Apartments . 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > WEAR SHOES 		
CF | 		
CF | You slip your feet into the shoes, and feel less alone. Mere 		
CF | sentiment, you think; but then there is the brush of a thought other 		
CF | than your own. The crypt. Under the Law Library. There are sources 		
CF | of power there which even I have never understood. 		
CF | 		
CF | > 		Knight_Otu says, "Also a bit creepy."
		Jacqueline says, "Creepy? This game? Never."
		MoyTravis exclaims, "Ooooh, haunted shoes!"
		DavidW asks, "oh, the shoes get us into the crypt?"
		Knight_Otu says, "Glad you agree."
		Jacqueline says (to DW), "Yes. I speculated on that several minutes ago."
		Jacqueline says, "I am feeling better about how, when I am not driving, I miss stuff, and then I bring it up and David says, 'Yeah, we did that/read that/discussed that.'"
		DavidW asks, "What if we ring the cow bell on the drawbridge?"
		Jacqueline says, "It's apparently just part and parcel of how you consume the games when you're not the driver."
Jacqueline says (to ClubFloyd), "go to drawbridge" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO DRAWBRIDGE 		
CF | 		
CF | You head northwest to the private parlor. Then west to the upstairs 		
CF | helical staircase. Then down to the ground floor helical staircase. 		
CF | Then west to the central courtyard. Then south to the entrance hall. 		
CF | And finally south to the drawbridge. 		
CF | 		
CF | Drawbridge 		
CF | There is little enough purpose in loitering outside: He and his 		
CF | servants never come out here, and whatever you must do, you will have 		
CF | to do within. 		
CF | 		
CF | An iron-barred gate leads north to the entrance hall. 		
CF | 		
CF | The Beast's thoughts intrude on yours, courtesy of the enchanted 		
CF | shoes: I'm not sure you can leave just now, poppet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring cow bell" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > RING COW BELL 		
CF | 		
CF | You ring the bell, but those who might hear and heed it are not close 		
CF | enough. 		
CF | 		
CF | > 		Jacqueline says, "MORE COW BELL"
		Jacqueline asks, "So... Crypt?"
		DavidW asks, "hm. Did I misremember the woodcut?"
		Knight_Otu says, "Crypt."
		DavidW says, "yes, crypt."
		Knight_Otu says, "No, I don't think you misremember."
		MoyTravis asks, "Wait so we're livestreaming via these shoes and Beast can comment?"
		Jacqueline asks (of Travis), "... ?"
		MoyTravis says, ""The Beast's thoughts intrude on yours, courtesy of the enchanted shoes""
		DavidW says, "The Beast left a tweet."
		Jacqueline says, "Anyway, let us slyly, spryly, tryst by the crypt."
		Knight_Otu says, "Let's get cryptic."
Jacqueline says (to ClubFloyd), "go to crypt" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 43/55 		
CF | 		
CF | > GO TO CRYPT 		
CF | 		
CF | You can't think how to get there from here. 		
CF | 		
CF | > 		Jacqueline asks, "KO What's one of the adjacent rooms, again?"
		DavidW says, "go to law library then down"
		Knight_Otu says, "Law library"
		Jacqueline says, "Thanks"
Jacqueline says (to ClubFloyd), "go to law library" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 43/55 D S 		
CF | 		
CF | > GO TO LAW LIBRARY 		
CF | 		
CF | You head north to the entrance hall. Then west to the great dining 		
CF | hall. And finally north to the law library. 		
CF | 		
CF | Law Library 		
CF | Many books of precedent line these walls, containing every kind of 		
CF | contract that can be made to bind every kind of soul. 		
CF | 		
CF | A hole in the floor descends to the other, less savory portion of this 		
CF | place. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Central Crypt U N 		
CF ] Basement W . E 		
CF ] Rooms searched: 44/55 S 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Central Crypt 		
CF | A relic-storage place for all the bits of men and women -- and 		
CF | creatures -- bound to the Kings over many centuries. Only brute 		
CF | animals are free of binding, since they have no souls; which is why 		
CF | there are no dogs in the castle, no horses, no songbirds. 		
CF | 		
CF | > 		Jacqueline asks, "Some of these directions will lead to places we've been. Which ones are unexplored?"
		Knight_Otu says, "Harsh."
		DavidW says, "no NE or SE connections>"
		Jacqueline says, "No"
		Knight_Otu asks, "I think all should be unexplored in light at least?"
		DavidW says, "agreed"
		Jacqueline says, "Also, belatedly, I'm sad that no one commented on my bit about how we should 'slyly, spryly, tryst by the crypt.'"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 45/55 SW S SE 		
CF | 		
CF | > N 		
CF | 		
CF | Virgin's End 		
CF | The resting place of maidens who died before marrying those to whom 		
CF | they were engaged. 		
CF | 		
CF | The Beast's thoughts intrude on yours, courtesy of the enchanted 		
CF | shoes: They died without marrying those to whom they were 		
CF | betrothed, but not all died maidens. Impossible to tell the tenor 		
CF | of that particular thought. Not all of them are to my account, I 		
CF | hasten to add. 		
CF | 		
CF | > 		Roger says, "what more could be added"
		Jacqueline says, "Yeah, man, these messages."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Father's Regret 		
CF | The home of fathers who died before their children were born. 		
CF | 		
CF | Tokens of binding are stored here: bones and bits of hair, relics, 		
CF | hearts scientifically dried, and many other things, culled through the 		
CF | centuries by the masters of this place, in drawers. 		
CF | 		
CF | > 		Roger says, "we've found our solemate"
Jacqueline says (to ClubFloyd), "search drawers" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > SEARCH DRAWERS 		
CF | 		
CF | You can't see inside, since the drawers are closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open drawers" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > OPEN DRAWERS 		
CF | 		
CF | You open the drawers, revealing an ivory key and an elephant harness. 		
CF | 		
CF | > 		Jacqueline says, "yay"
Jacqueline says (to ClubFloyd), "take key and harness" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > TAKE KEY AND HARNESS 		
CF | 		
CF | Which do you mean, the ivory key, the iron key or the small key? 		
CF | 		
CF | > 		Jacqueline says (to Game), "The one I do not have. That one."
		MoyTravis says, "...all of them, really."
Jacqueline says (to ClubFloyd), "take ivory key" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > TAKE IVORY KEY 		
CF | 		
CF | You acquire the ivory key, and assess it curiously. 		
CF | 		
CF | It is not all ivory, of course, just a metal shaft with ivory in the 		
CF | handle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an ivory key 		
CF | a little gold dinner bell 		
CF | a silver bell 		
CF | a cow bell 		
CF | a stool 		
CF | a candle (providing light) 		
CF | a poison vial 		
CF | a pair of cloven shoes (being worn) 		
CF | a sceptre 		
CF | an iron key (which opens the iron cage) 		
CF | some iron windchimes 		
CF | a great contract book 		
CF | a small key (which opens the iron windchimes and the small door) 		
CF | a shackle 		
CF | some discarded embroidery materials 		
CF | a helmet 		
CF | 		
CF | > 		DavidW asks, "Do you want an elephant harness, m'lady?"
		Jacqueline says (to Travis), "We already had the others."
		Roger says, "'elephant harness' sounds like it should be some sort of sex toy"
		Jacqueline says, "Oh, that error message stopped us from taking the harness."
		Knight_Otu says, "I'm guessing ne should lead to the tight passage, and se to the rocky chamber."
Jacqueline says (to ClubFloyd), "take harness" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > TAKE HARNESS 		
CF | 		
CF | The harness refuses to budge, in a way you associate with the stone 		
CF | gargoyle. 		
CF | 		
CF | > 		Jacqueline says, "Oh. I like how 'in a way you associate with the stone gargoyle' means 'stop trying'"
DavidW says (to ClubFloyd), "x harness" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > X HARNESS 		
CF | 		
CF | Torn in several places, but it was once quite a showy piece, with 		
CF | gems, tassels, buttons. Must be associated with quite an interesting 		
CF | contract, this piece. 		
CF | 		
CF | > 		Knight_Otu asks, "All those immovable objects.Where's the irresistable force?"
		Jacqueline says, "I think we know about that contract."
		Knight_Otu says, "I guess so, yeah."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Rocky Chamber NW NE 		
CF ] Basement . 		
CF ] Rooms searched: 46/55 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Rocky Chamber 		
CF | A tight, rocky corner among foundations of the oldest part of the 		
CF | castle. A slow leak in the south wall admits a little water, but not 		
CF | enough to be very destructive. 		
CF | 		
CF | > 		Jacqueline says, "okay. Been here."
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Father's Regret 		
CF | The home of fathers who died before their children were born. 		
CF | 		
CF | Tokens of binding are stored here: bones and bits of hair, relics, 		
CF | hearts scientifically dried, and many other things, culled through the 		
CF | centuries by the masters of this place, in drawers. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] Tight Passage NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Tight Passage 		
CF | The passage through rock ends here, and begins to tunnel through soil 		
CF | instead where it heads northeast. 		
CF | 		
CF | There is also a sinister door, leading west -- and currently open. 		
CF | 		
CF | You can also see a cord and an inscription here. 		
CF | 		
CF | > 		Jacqueline says, "And here."
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Father's Regret NW NE 		
CF ] Basement W . 		
CF ] Rooms searched: 46/55 SW SE 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Father's Regret 		
CF | The home of fathers who died before their children were born. 		
CF | 		
CF | Tokens of binding are stored here: bones and bits of hair, relics, 		
CF | hearts scientifically dried, and many other things, culled through the 		
CF | centuries by the masters of this place, in drawers. 		
CF | 		
CF | > 		Knight_Otu nods.
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 47/55 		
CF | 		
CF | > SW 		
CF | 		
CF | The floor sounds progressively stranger as you walk toward the middle 		
CF | of the room. 		
CF | 		
CF | Debtor's Paradise 		
CF | The graves of men who died before resolving their debts. 		
CF | 		
CF | > 		DavidW says, "I'm confused with the geography again"
		Roger says, "I guess in some allusion to all those circles of hell"
		Jacqueline sings, "Been spending most their lives... livin' in this debtor's paradise...'
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Apprentice's Workshop U NE 		
CF ] Basement . E 		
CF ] Rooms searched: 48/55 SE 		
CF | 		
CF | > NW 		
CF | 		
CF | As you walk out of the room, you notice that your footsteps sound odd. 		
CF | 		
CF | Apprentice's Workshop 		
CF | A mausoleum for apprentices who perished before their terms of 		
CF | indenture were complete. 		
CF | 		
CF | A decaying ladder leads up. 		
CF | 		
CF | > 		Jacqueline asks, "Floor is hollow there?"
		Knight_Otu says, "Hm."
		Jacqueline says, "Decaying ladder goes to the Servant's Quarters..."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Servant Quarters 		
CF ] Main Castle . 		
CF ] Rooms searched: 48/55 D S 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Servant Quarters 		
CF | Not a room friendly to visitors, it has the air of resentful, martyred 		
CF | suffering. Even His most unpleasant ancestors would not have grudged 		
CF | this place more paint, surely, and more straw for the beds. 		
CF | 		
CF | A decaying ladder leads down. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Apprentice's Workshop U NE 		
CF ] Basement . E 		
CF ] Rooms searched: 48/55 SE 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Apprentice's Workshop 		
CF | A mausoleum for apprentices who perished before their terms of 		
CF | indenture were complete. 		
CF | 		
CF | A decaying ladder leads up. 		
CF | 		
CF | > 		Knight_Otu says, "Yes."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 48/55 		
CF | 		
CF | > SE 		
CF | 		
CF | The floor sounds progressively stranger as you walk toward the middle 		
CF | of the room. 		
CF | 		
CF | Debtor's Paradise 		
CF | The graves of men who died before resolving their debts. 		
CF | 		
CF | > 		DavidW says, "do check the floor"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 48/55 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an ivory key 		
CF | a little gold dinner bell 		
CF | a silver bell 		
CF | a cow bell 		
CF | a stool 		
CF | a candle (providing light) 		
CF | a poison vial 		
CF | a pair of cloven shoes (being worn) 		
CF | a sceptre 		
CF | an iron key (which opens the iron cage) 		
CF | some iron windchimes 		
CF | a great contract book 		
CF | a small key (which opens the iron windchimes and the small door) 		
CF | a shackle 		
CF | some discarded embroidery materials 		
CF | a helmet 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tap floor" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 48/55 		
CF | 		
CF | > TAP FLOOR 		
CF | 		
CF | You tap experimentally on the floor, but lack the acuity of hearing to 		
CF | tell whether there are different degrees of hollowness. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "wear helmet" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 48/55 		
CF | 		
CF | > WEAR HELMET 		
CF | 		
CF | You settle the helmet over your head, and there is a roaring in your 		
CF | ears at first. But then the sharpened hearing begins to feel natural 		
CF | again. 		
CF | 		
CF | > 		DavidW says, "helmet time"
Jacqueline says (to ClubFloyd), "tap floor" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 48/55 D 		
CF | 		
CF | > TAP FLOOR 		
CF | 		
CF | You tap experimentally on the floor, listening closely through the 		
CF | power of the helmet, until you find a suspiciously resonant -- and 		
CF | loose -- stone. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take stone" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 48/55 D 		
CF | 		
CF | > TAKE STONE 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "move stone" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 48/55 D 		
CF | 		
CF | > MOVE STONE 		
CF | 		
CF | You open the trapdoor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Dank Room U N 		
CF ] Basement . 		
CF ] Rooms searched: 49/55 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Dank Room 		
CF | The air is clammy and unpleasant, and clogs in your lungs. 		
CF | 		
CF | Nearby an open trapdoor leads up to the debtor's paradise. 		
CF | 		
CF | > 		Jacqueline asks, "We were also already here, right?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | Press Room 		
CF | Liquid squeezed from the surrounding earth here flows out through a 		
CF | fountain, then soaks back into the ground below. 		
CF | 		
CF | The Beast's thoughts intrude on yours, courtesy of the enchanted 		
CF | shoes: mostly loathing and fear much stronger than your own, but 		
CF | whatever he knows does not come through to you. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Halp, I'm running out of paper!"
		Jacqueline says (to KO), "heh"
Jacqueline says (to ClubFloyd), "x fountain" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > X FOUNTAIN 		
CF | 		
CF | The liquid is sludge-black where it pours in quantity, but where it 		
CF | runs thin, it appears red. 		
CF | 		
CF | > 		DavidW says, "I seem to recall this liquid being unusual."
Jacqueline says (to ClubFloyd), "taste blood" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > TASTE BLOOD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drink from fountain" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > DRINK FROM FOUNTAIN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "It's not blood."
Jacqueline says (to ClubFloyd), "x liquid" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > X LIQUID 		
CF | 		
CF | The liquid is sludge-black where it pours in quantity, but where it 		
CF | runs thin, it appears red. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell liquid" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > SMELL LIQUID 		
CF | 		
CF | Despite its unappealing appearance and the rankness of the air, it 		
CF | does not smell as vile as you expect: more bitter. 		
CF | 		
CF | > 		Roger says, "black gold, Texas Tea"
Jacqueline says (to ClubFloyd), "fill vial" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > FILL VIAL 		
CF | 		
CF | The vial is stoppered and full of the old poison; and in any case who 		
CF | knows how the liquid here would interact with the apothecary's brew? 		
CF | Better to find some other container. 		
CF | 		
CF | > 		Knight_Otu says, "Oil of rock."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an ivory key 		
CF | a little gold dinner bell 		
CF | a silver bell 		
CF | a cow bell 		
CF | a stool 		
CF | a candle (providing light) 		
CF | a poison vial 		
CF | a pair of cloven shoes (being worn) 		
CF | a sceptre 		
CF | an iron key (which opens the iron cage) 		
CF | some iron windchimes 		
CF | a great contract book 		
CF | a small key (which opens the iron windchimes and the small door) 		
CF | a shackle 		
CF | some discarded embroidery materials 		
CF | a helmet (being worn) 		
CF | 		
CF | > 		DavidW says, "I'm not sure we've seen the appropriate container yet."
		Jacqueline says, "Yeah, I don't think we have."
		Jacqueline asks, "But that's the purpose of this place and it's otherwise a dead end, eh?"
		Jacqueline says, "So, gonna find the other place."
		Knight_Otu says, "We can enter the room southwest of the upper bulb now that we have the ivory key."
		DavidW says, "That sounds easy."
		Jacqueline asks, "Yeah, but I want to make sure we've explored the crypt first... we've not found it all, right?"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Dank Room U N 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dank Room 		
CF | The air is clammy and unpleasant, and clogs in your lungs. 		
CF | 		
CF | Nearby an open trapdoor leads up to the debtor's paradise. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Debtor's Paradise NW N NE 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 D 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Debtor's Paradise 		
CF | The graves of men who died before resolving their debts. 		
CF | 		
CF | Nearby an open trapdoor leads down to the dank room. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Central Crypt U N 		
CF ] Basement W . E 		
CF ] Rooms searched: 50/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Central Crypt 		
CF | A relic-storage place for all the bits of men and women -- and 		
CF | creatures -- bound to the Kings over many centuries. Only brute 		
CF | animals are free of binding, since they have no souls; which is why 		
CF | there are no dogs in the castle, no horses, no songbirds. 		
CF | 		
CF | > 		DavidW says, "I think we have seen it all now."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 50/55 SW S SE 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Virgin's End 		
CF | The resting place of maidens who died before marrying those to whom 		
CF | they were engaged. 		
CF | 		
CF | > 		Knight_Otu says, "I think we have, it's a five-room diamond."
		Jacqueline says, "Okay, yeah. I see that now."
Jacqueline says (to ClubFloyd), "go to upper bulb" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 50/55 D S 		
CF | 		
CF | > GO TO UPPER BULB 		
CF | 		
CF | You head south to the central crypt. Then up to the law library. , 		
CF | emerging into the law library. Then north to the lower bulb. You walk 		
CF | far enough in to get a view of sand falling in a huge hourglass. 		
CF | Though it is only a thin stream, it sounds louder than it should: the 		
CF | noise, magnified by your helmet, becomes too much to bear, and you 		
CF | retreat. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remove helmet" 		
CF ] Law Library N NE 		
CF ] State Rooms . 		
CF ] Rooms searched: 50/55 D S 		
CF | 		
CF | > REMOVE HELMET 		
CF | 		
CF | You lift the helmet from your head, and the sudden quiet feels like 		
CF | going deaf. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to upper bulb" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 50/55 D SW 		
CF | 		
CF | > GO TO UPPER BULB 		
CF | 		
CF | You head north to the lower bulb. And finally up to the upper bulb. 		
CF | 		
CF | Upper Bulb 		
CF | In the upper chamber, you find, there is almost as much sand as there 		
CF | is below; indeed for all you can tell the flow might be eternal. 		
CF | 		
CF | Nearby an ivory door leads southwest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "unlock ivory door" 		
CF ] Upper Bulb 		
CF ] Hourglass, State Rooms W . E 		
CF ] Rooms searched: 50/55 D SW 		
CF | 		
CF | > UNLOCK IVORY DOOR 		
CF | 		
CF | (with the ivory key) 		
CF | You unlock the ivory door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Smoke-Damaged Chamber NE 		
CF ] State Rooms . E 		
CF ] Rooms searched: 51/55 S 		
CF | 		
CF | > SW 		
CF | 		
CF | (first opening the ivory door) 		
CF | 		
CF | Smoke-Damaged Chamber 		
CF | Though not actually burnt, the walls are stained with smoke, 		
CF | especially at the south end. This mess has partly obliterated what was 		
CF | once a detailed mural on the west wall. 		
CF | 		
CF | Nearby an open ivory door leads northeast to the upper bulb. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x mural" 		
CF ] Smoke-Damaged Chamber NE 		
CF ] State Rooms . E 		
CF ] Rooms searched: 51/55 S 		
CF | 		
CF | > X MURAL 		
CF | 		
CF | Though some of the detail is gone, the mural shows the path through 		
CF | the forest to the castle. At the castle gate, a smiling king with 		
CF | horns has just finished laying down a trail of silver coins leading 		
CF | into his domain; at the other end of the path, a crowd of astonished 		
CF | and eager peasants is collecting them. 		
CF | 		
CF | It is clear enough that in a few minutes they will get to the 		
CF | drawbridge and all be enslaved. 		
CF | 		
CF | > 		Jacqueline says, "No such thing as a free silver coin, my people."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Burnt Frame N 		
CF ] State Rooms . E 		
CF ] Rooms searched: 52/55 		
CF | 		
CF | > S 		
CF | 		
CF | Burnt Frame 		
CF | A corner tower severely damaged by fire, so that there is only 		
CF | framework between you and the sky. 		
CF | 		
CF | The Beast's thoughts intrude on yours, courtesy of the enchanted 		
CF | shoes: A spectacular but unsuccessful attempt. My fur was singed 		
CF | and foul-smelling for weeks. 		
CF | 		
CF | > 		Roger says, "how can a peasant even tell if he's become newly-enslaved"
		DavidW says, "A collar is traditional."
		Knight_Otu moves press and dank room on his map.
		Jacqueline says, "Three rooms left."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Black Gallery 		
CF | Lined with neat rows of inscrutable -- one might almost say pointless 		
CF | -- objects. 		
CF | 		
CF | There's a cane (probably a swordstick, by the look of the handle) and 		
CF | a silver buckle (without a mate); a homunculus, a glass leaf, a copper 		
CF | snake; an inkpot (empty), a white apple, a stuffed boar, a preserved 		
CF | goat, a parrot perch, a green cloth swatch, a dark-colored pendant, a 		
CF | gold ring, and a broken beam. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take all" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | neat rows: A discouraging prospect -- moving everything from this room 		
CF | is really work for about a dozen strong spirits from the contract 		
CF | book. 		
CF | 		
CF | > 		MoyTravis asks, "Like..."a tiny person not yet grown" homonculus?"
		DavidW says, "there: inkpot"
		Jacqueline says (to DW), "True"
		MoyTravis asks, "x homunculus?"
		Knight_Otu says, "Green cloth swatch."
		DavidW says, "Fill the inkpot with the red/black liquid."
Jacqueline says (to ClubFloyd), "take inkpot" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE INKPOT 		
CF | 		
CF | You acquire the inkpot, and assess it curiously. 		
CF | 		
CF | A very curious object. 		
CF | 		
CF | > 		Knight_Otu says, "Haw."
Jacqueline says (to ClubFloyd), "x homunculus" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X HOMUNCULUS 		
CF | 		
CF | A very very curious object. 		
CF | 		
CF | > 		MoyTravis says, "THANKS GAME."
Jacqueline says (to ClubFloyd), "x cane" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X CANE 		
CF | 		
CF | A very very very curious object. 		
CF | 		
CF | > 		MoyTravis exclaims, "There's no way the cane is more curious than the homunculus!"
		DavidW says, "I suppose we can look up these things in the contract book."
		Knight_Otu asks, "Does each object tack on a very?"
		DavidW says, "Maybe maybe"
		Jacqueline says, "Possibly - though I suppose this is just a puzzle in and of itself: list a lot of things that you mostly can't take, except for those you should."
		DavidW says, "Looks like the last two rooms are south and north from here."
MoyTravis says (to ClubFloyd), "x buckle" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X BUCKLE 		
CF | 		
CF | A very very very very curious object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x buckle" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X BUCKLE 		
CF | 		
CF | A very very very very curious object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x leaf" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X LEAF 		
CF | 		
CF | A very very very very very curious object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x leaf" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X LEAF 		
CF | 		
CF | A very very very very very curious object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x snake" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X SNAKE 		
CF | 		
CF | A very very very very very very curious object. 		
CF | 		
CF | > 		MoyTravis says, "lol ok that's pretty good"
Jacqueline says (to ClubFloyd), "x apple" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X APPLE 		
CF | 		
CF | A very very very very very very very curious object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x boar" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X BOAR 		
CF | 		
CF | A very very very very very very very very curious object. 		
CF | 		
CF | > 		Roger says, "yeah I can't hate this as much as I might wish"
Jacqueline says (to ClubFloyd), "x goat" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X GOAT 		
CF | 		
CF | A very very very very very very very very very curious object. 		
CF | 		
CF | > 		Knight_Otu asks, "Is the leaf maybe a reference to Glass?"
Jacqueline says (to ClubFloyd), "x buckle" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X BUCKLE 		
CF | 		
CF | A very very very very very very very very very curious object. 		
CF | 		
CF | > 		Jacqueline says, "Okay, it doesn't go back to 'the buckly is only very x 4 curious."
Jacqueline says (to ClubFloyd), "x perch" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X PERCH 		
CF | 		
CF | A very very very very very very very very very very curious object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x cloth" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X CLOTH 		
CF | 		
CF | (the discarded embroidery materials) 		
CF | Unfinished linen and threads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take cloth" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE CLOTH 		
CF | 		
CF | (the green cloth swatch) 		
CF | You acquire the green cloth swatch, and assess it curiously. 		
CF | 		
CF | A very very very very very very very very very very very curious 		
CF | object. 		
CF | 		
CF | > 		Jacqueline says, "hahaha"
Jacqueline says (to ClubFloyd), "take pendant" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE PENDANT 		
CF | 		
CF | You acquire the dark-colored pendant, and assess it curiously. 		
CF | 		
CF | A very very very very very very very very very very very very curious 		
CF | object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ring" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE RING 		
CF | 		
CF | You acquire the gold ring, and assess it curiously. 		
CF | 		
CF | A very very very very very very very very very very very very very 		
CF | curious object. 		
CF | 		
CF | > 		Jacqueline asks, "hm. Can I take them all, just not with >TAKE ALL?"
Jacqueline says (to ClubFloyd), "take leaf" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE LEAF 		
CF | 		
CF | You acquire the glass leaf. 		
CF | 		
CF | > 		Knight_Otu says, "veeeeeeeeeeeeeeeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrryyyyyyyyyyyyyyyyyyyyy."
Jacqueline says (to ClubFloyd), "take beam" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE BEAM 		
CF | 		
CF | The broken beam is too heavy for you to lift. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x beam" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > X BEAM 		
CF | 		
CF | A very very very very very very very very very very very very very 		
CF | very curious object. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take cane" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE CANE 		
CF | 		
CF | You acquire the cane. 		
CF | 		
CF | > 		Roger says, "a story at war with a programming example"
		Jacqueline says, "heh"
		MoyTravis says, "Somehow it gets more funny for me the longer it goes on."
		DavidW asks, "Maybe the descriptions work this way only here?"
		Jacqueline says, "Well, this is used for a lot of programming examples, so."
Jacqueline says (to ClubFloyd), "take buckle" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE BUCKLE 		
CF | 		
CF | You acquire the silver buckle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take homunculus" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE HOMUNCULUS 		
CF | 		
CF | You acquire the homunculus. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take leaf" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE LEAF 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take snake" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE SNAKE 		
CF | 		
CF | You acquire the copper snake. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take apple" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE APPLE 		
CF | 		
CF | You acquire the white apple. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take boar" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE BOAR 		
CF | 		
CF | The stuffed boar is too heavy for you to lift. 		
CF | 		
CF | > 		DavidW says, "I doubt we need most of these. Probably just the inkpot."
		Jacqueline says, "Fine. No board, then."
		Jacqueline says (to DW), "Oh, I know. Just taking what I can."
Jacqueline says (to ClubFloyd), "take goat" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE GOAT 		
CF | 		
CF | The preserved goat is too heavy for you to lift. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take perch" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 53/55 S 		
CF | 		
CF | > TAKE PERCH 		
CF | 		
CF | The parrot perch is too heavy for you to lift. 		
CF | 		
CF | > 		Jacqueline says, "That's it then."
		Jacqueline asks, "So, fill the ink pot with the terrible substance?"
		DavidW asks, "south?"
		Jacqueline says, "Oh, sure."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Armory N 		
CF ] State Rooms . 		
CF ] Rooms searched: 54/55 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Armory 		
CF | From the looks of things, immediately above the Guard Tower. An 		
CF | assortment of weapons, most of them hundreds of years old and no 		
CF | longer useful, are collected here, though from the gory appearance at 		
CF | least a few of the daggers have been sharpened and tried in the 		
CF | relatively recent past. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take dagger" 		
CF ] Armory N 		
CF ] State Rooms . 		
CF ] Rooms searched: 54/55 		
CF | 		
CF | > TAKE DAGGER 		
CF | 		
CF | You have learned that the Beast cannot be killed so directly -- though 		
CF | to judge by the evidence he did try here. And in general physical 		
CF | violence has never been much use against the castle's more spiritual 		
CF | powers. 		
CF | 		
CF | > 		Jacqueline says, "So that's a 'you can't take it' then."
		Roger says, "I've learned no such thing"
		DavidW asks, "north twice?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Black Gallery N 		
CF ] State Rooms W . 		
CF ] Rooms searched: 54/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Black Gallery 		
CF | Lined with neat rows of inscrutable -- one might almost say pointless 		
CF | -- objects. 		
CF | 		
CF | The neat rows have been thinned down to the stuffed boar, the 		
CF | preserved goat, the parrot perch, and the broken beam, thanks to your 		
CF | diligent action. 		
CF | 		
CF | > 		Knight_Otu says, "Heh."
		Jacqueline says, "haha. Thank you for acknowledging all my hard work, game."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | Lie Library 		
CF | Fables, fictions, and falsehoods, arranged by number by type, and 		
CF | containing such categories as "In which the hero receives help from 		
CF | three aged figures," "In which the villain has a mysterious name," and 		
CF | so on. 		
CF | 		
CF | You can see a book return stand (on which is a storybook) here. 		
CF | 		
CF | The Beast's thoughts intrude on yours, courtesy of the enchanted 		
CF | shoes: Ah, now here's an interesting little locale. Lucrezia had 		
CF | it built. She was always her father's daughter, you perceive. It is so 		
CF | powerful that it makes false the things that are brought in -- I used 		
CF | it once to void a lady's marriage contract -- 		
CF | 		
CF | The thread of thought stops. On second thought, that is not a 		
CF | story I am proud of. 		
CF | 		
CF | > 		Jacqueline says, "And now we see the second library to which the game alluded prematurely earlier."
DavidW says (to ClubFloyd), "x storybook" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > X STORYBOOK 		
CF | 		
CF | A collection of fanciful tales "which were once true but are no 		
CF | longer". It is stamped across the front as having been inducted into 		
CF | the Lie Library. 		
CF | 		
CF | You read: Once upon a time, there was a young Russian girl whose 		
CF | mother died, leaving behind only a painted wooden clapper which made a 		
CF | loud noise. When the girl's father married again, the second wife was 		
CF | very cruel and miserly... (etc. at some length); but whenever the girl 		
CF | was lonely, she took the wooden clapper to the mirror in her mother's 		
CF | bedroom and clapped it loudly; and her mother's spirit would appear to 		
CF | her and advise her... (And so on, for several dozen pages of 		
CF | adventure, ending in marriage to the Tsar.) 		
CF | 		
CF | > 		Jacqueline says, "There's our clue."
		Roger says, "we haven't been thinking about things lately, speaking of clues"
		Knight_Otu says, "So it literally turns history into a fairy tale."
		DavidW says, "I think there might be multiple options."
Jacqueline says (to ClubFloyd), "go to my bedroom" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO MY BEDROOM 		
CF | 		
CF | You head west to the smoke-damaged chamber. Then northeast to the 		
CF | upper bulb. Then east to the gallery of still life. Then east to the 		
CF | white gallery. Then east to the bellroom. Then south to the private 		
CF | parlor. And finally south to the crystal bedroom. 		
CF | 		
CF | Crystal Bedroom 		
CF | A fantasia of gleaming and glittering, chandeliers and mirrors: all 		
CF | that shines or reflects has been moved here, into this room that you 		
CF | inhabit, which he never enters. 		
CF | 		
CF | The south end of the room is most dazzling, because of the daylight 		
CF | from the balcony. 		
CF | 		
CF | The Beast's thoughts intrude on yours, courtesy of the enchanted 		
CF | shoes: affection, longing, guilt; amusement at your innocence and 		
CF | anger at your blindness; frank desire. Such a tangled, terrifying mess 		
CF | of emotion that you barely recognize yourself in the mirrors. 		
CF | 		
CF | Sorry. The thought is sleepy and not entirely comforting. 		
CF | 		
CF | > 		Jacqueline says, "gosh"
Jacqueline says (to ClubFloyd), "ring cow bell" 		
CF ] Crystal Bedroom N 		
CF ] Apartments . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > RING COW BELL 		
CF | 		
CF | You ring the cow bell, and a heavy fog coalesces around you; then at 		
CF | the mirror there forms the image of an exceptionally beautiful young 		
CF | woman, wearing a green girdle. 		
CF | 		
CF | "It is a long time since I was called," she says, pressing her nose 		
CF | and fingers to her side of the glass and looking at you with interest. 		
CF | You see around her neck the burn of a noose, and guess uneasily at 		
CF | what she did to herself. She looks at you with plain curiosity. 		
CF | 		
CF | "So you're the one?" she asks. "Did you know that he carried me over 		
CF | the drawbridge into the castle, and made me slave to his wishes even 		
CF | though I was betrothed to another? and that for the breach of contract 		
CF | my father died impoverished?" 		
CF | 		
CF | You say nothing. You have not known him to be like that; but many 		
CF | human lifetimes have passed since Yvette was alive. 		
CF | 		
CF | She shrugs one shoulder. "If you can love such a creature, then I will 		
CF | leave the green girdle for you on my grave; you come take it and kiss 		
CF | him," she says. 		
CF | 		
CF | Then she fades from view. 		
CF | 		
CF | > 		Jacqueline says, "Okay, so I was kind of not far off about taking the girdle from Yvette's corpse. I'm just sayin'"
		DavidW asks, "I guess in Virgin's End?"
		Jacqueline says (to DW), "Probably, yeah."
		Knight_Otu says, "Probably."
Jacqueline says (to ClubFloyd), "go to virgin's end" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 SW S SE 		
CF | 		
CF | > GO TO VIRGIN'S END 		
CF | 		
CF | You head north to the private parlor. Then west to the upstairs 		
CF | helical staircase. Then down to the ground floor helical staircase. 		
CF | Then west to the central courtyard. Then north to the state rotunda. 		
CF | Then southwest to the law library. Then down to the central crypt. And 		
CF | finally north to the virgin's end. 		
CF | 		
CF | Virgin's End 		
CF | The resting place of maidens who died before marrying those to whom 		
CF | they were engaged. 		
CF | 		
CF | You can see a magic girdle here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take the magic girdle" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 SW S SE 		
CF | 		
CF | > TAKE THE MAGIC GIRDLE 		
CF | 		
CF | You acquire the magic girdle, and assess it curiously. 		
CF | 		
CF | It is the green girdle familiar to you from paintings here; a 		
CF | possession of Lucrezia's. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "think about girdle" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 SW S SE 		
CF | 		
CF | > THINK ABOUT GIRDLE 		
CF | 		
CF | (the magic girdle) 		
CF | You're still missing some information that might be useful to 		
CF | understanding the problem. 		
CF | 		
CF | Shall I go on? > 		
Jacqueline says (to ClubFloyd), "no" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 SW S SE 		
CF | 		
CF | > NO 		
CF | 		
CF | > 		Jacqueline says, "So, thinking is only when we need hints, not mere backstory."
		Jacqueline asks, "Shall I... wear the girdle? Or make a pancake with it?"
		DavidW says, "I think there might be multiple solutions to the curse. The girdle is one way. The Lie Library is another."
Jacqueline says (to ClubFloyd), "wear girdle" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 SW S SE 		
CF | 		
CF | > WEAR GIRDLE 		
CF | 		
CF | You put on the girdle, securing it around you. It fits unexpectedly 		
CF | well. 		
CF | 		
CF | > 		Roger says, "I must mention that another green girdle figures rather prominently in the recent movie The Green Knight, which I recommend to all"
		DavidW says, "And I still don't know what the scepter is for."
Knight_Otu says (to ClubFloyd), "x scepter" 		
CF ] Virgin's End 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 SW S SE 		
CF | 		
CF | > X SCEPTER 		
CF | 		
CF | Studded with measly turquoises and semi-precious stones. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > GO TO BEAST 		
CF | 		
CF | You head south to the central crypt. Then up to the law library. , 		
CF | emerging into the law library. Then north to the lower bulb. , 		
CF | emerging into the lower bulb. Then up to the upper bulb. , emerging 		
CF | into the upper bulb. And then east to the gallery of still life. 		
CF | 		
CF | Gallery of Still Life 		
CF | Natural light from the south -- coming in from the courtyard, you 		
CF | suppose, though you are too short to see out -- illuminates a series 		
CF | of still life paintings on the north wall: one showing the Wedding 		
CF | Treasure when Lucrezia arrived from Medici-Credenza, the other rather 		
CF | fancifully entitled Supper with M. 		
CF | 		
CF | Nearby an open heavy door leads east to the white gallery. 		
CF | 		
CF | And here Beast lies, sprawled on the ground as if he'd fallen. 		
CF | 		
CF | When you look at the Beast this time -- it must be the influence of 		
CF | the girdle -- you see him as more animal than human, though you long 		
CF | ago learned to discern a man's expressions on his face. 		
CF | 		
CF | I was afraid of him, says the memory of Yvette in your head, 		
CF | as though she's trying to justify herself to you. There are other 		
CF | thoughts as well, murkier; but you are left with the impression that 		
CF | she killed herself, in the end, not because of her family's 		
CF | misfortunes or the lord she was separated from; but because she was 		
CF | carrying a child, and feared that it would be born some kind of 		
CF | monster. 		
CF | 		
CF | > 		Knight_Otu says, "wee."
		Knight_Otu says, "So very very very cheerful."
		DavidW asks, "can we save before kissing?"
		MoyTravis says, "'s consistent with the tone."
		Knight_Otu says, "We can't save."
		MoyTravis asks, "Ain't our saves busted?"
		DavidW says, "oh right"
		Jacqueline says (to KO), "I think you mean very very very very very very very very very very very very very cheerful."
		Knight_Otu says, "We may be able to undo."
		Jacqueline says, "Yeah, undo is the best we've got."
		Knight_Otu says (to Jacq), "Sorry, my bad bad bad bad."
		Jacqueline says, "heehee"
Jacqueline says (to ClubFloyd), "kiss beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > KISS BEAST 		
CF | 		
CF | As you do, you can't help remembering -- because of the girdle -- how 		
CF | many women before you this king imprisoned against their will. And why 		
CF | should he deserve to be forgiven, merely because he has been less 		
CF | cruel to you than to the others? 		
CF | 		
CF | When you lift your head, he is his proper self: a man, about 		
CF | forty-five. Handsome, perhaps, but in the style of the lord mayor, not 		
CF | someone you would have aspired to wed. His face has perhaps softened a 		
CF | little since his youth, but he is still recognizably the same person. 		
CF | 		
CF | He looks ruefully at his restored hands. "I failed to free them," he 		
CF | says. "And now I've dragged you into the trouble with me." 		
CF | 		
CF | You shake your head, and try to calm him. 		
CF | 		
CF | 		
CF | *** You have restored the King, but not his servants *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, or QUIT? 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Gallery of Still Life 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		MoyTravis asks, "Huh! Ok. Can we, in fact, undo from here?"
		MoyTravis says, "Oh we can."
		Jacqueline says, "Phew. Undo worked."
		Knight_Otu says, "I'm guessing we lie the contact book."
		Jacqueline says (to KO), "True. He used it to undo contracts, so."
		Knight_Otu says, "Yeah, I was worried for a second."
		Jacqueline asks, "Just put the contract book on the pedestal?"
		Knight_Otu says, "Seems what would do the trick."
Jacqueline says (to ClubFloyd), "go to lie library" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO LIE LIBRARY 		
CF | 		
CF | You head west to the upper bulb. Then southwest to the smoke-damaged 		
CF | chamber. And finally east to the lie library. 		
CF | 		
CF | Lie Library 		
CF | Fables, fictions, and falsehoods, arranged by number by type, and 		
CF | containing such categories as "In which the hero receives help from 		
CF | three aged figures," "In which the villain has a mysterious name," and 		
CF | so on. 		
CF | 		
CF | You can see a book return stand (on which is a storybook) here. 		
CF | 		
CF | > 		DavidW says, "I think it's more complicated than that but do try."
		Roger says, "worth a shot"
Jacqueline says (to ClubFloyd), "take storybook" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > TAKE STORYBOOK 		
CF | 		
CF | You acquire the storybook. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put contract book on stand" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > PUT CONTRACT BOOK ON STAND 		
CF | 		
CF | You put the great contract book on the book return stand. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x contract book" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > X CONTRACT BOOK 		
CF | 		
CF | The runes are unfamiliar to you, but you know what the book is: a 		
CF | record of all the contracts of all the souls enslaved to the king of 		
CF | this castle. 		
CF | 		
CF | > 		Jacqueline says, "Oh, hm. Gonna be hard to know."
		Knight_Otu says, "Something's still missing I guess."
		Knight_Otu asks, "Look up the library in Lucrezia's notes?"
		Roger says, "ringing the servant bell should let us know, I might guess"
Knight_Otu says (to ClubFloyd), "x stand" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > X STAND 		
CF | 		
CF | Carvings around the outer edge of the stand indicate how one should 		
CF | use it: a small tonsured figure places a book on the stand, then rings 		
CF | a bell; whereupon a librarian, bearing the traditional shackles and 		
CF | sheets of a ghost, appears to take it away. 		
CF | 		
CF | > 		DavidW asks, "Is there a bell we haven't used yet?"
		Jacqueline says, "Ah. Gotta ring the bell."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a storybook 		
CF | a magic girdle (being worn) 		
CF | a white apple 		
CF | a copper snake 		
CF | a homunculus 		
CF | a silver buckle 		
CF | a cane 		
CF | a glass leaf 		
CF | a gold ring 		
CF | a dark-colored pendant 		
CF | a green cloth swatch 		
CF | an inkpot (empty) 		
CF | an ivory key (which opens the ivory door) 		
CF | a little gold dinner bell 		
CF | a silver bell 		
CF | a stool 		
CF | a candle (providing light) 		
CF | a poison vial 		
CF | a pair of cloven shoes (being worn) 		
CF | a sceptre 		
CF | an iron key (which opens the iron cage) 		
CF | some iron windchimes 		
CF | a small key (which opens the iron windchimes and the small door) 		
CF | a shackle 		
CF | some discarded embroidery materials 		
CF | a helmet 		
CF | 		
CF | > 		Knight_Otu says, "I bet we'll find one in the bell room now or after we consult the book, or Lu's notes."
		Jacqueline asks, "We've rung all of our bells, haven't we?"
		Jacqueline says, "Right."
Jacqueline says (to ClubFloyd), "go to bell room" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO BELL ROOM 		
CF | 		
CF | You head west to the smoke-damaged chamber. Then northeast to the 		
CF | upper bulb. Then east to the gallery of still life. Then east to the 		
CF | white gallery. And finally east to the bellroom. 		
CF | 		
CF | Bellroom 		
CF | Kept, conveniently, close to where the masters of the house would once 		
CF | have slept. There are bells large and small, clappers, tambourines, 		
CF | and gongs. Most of these you have never seen used at all. 		
CF | 		
CF | Roses from the garden below have crept up to grow around the north 		
CF | window, lending a sickly smell to the place. 		
CF | 		
CF | Nearby an open heavy door leads south to the private parlor. 		
CF | 		
CF | Catching your eye among many other unfamiliar items are a cow bell and 		
CF | a leather tambourine. 		
CF | 		
CF | > 		DavidW asks, "oh the stand just says to ring a bell, but maybe it doesn't matter which one?"
		Roger says, "also check the casting room"
		Knight_Otu says, "Or that."
		Jacqueline says, "Wait. How do ... oh we used those bells so they went home."
Jacqueline says (to ClubFloyd), "go to casting room" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO CASTING ROOM 		
CF | 		
CF | That noun did not make sense in this context. 		
CF | 		
CF | 		
CF | > 		Jacqueline asks, "Casting room?"
		Roger says, "sorry I forget its proper name"
		Jacqueline says, "Oh, where the bells are cast."
		Knight_Otu asks, "Bell Casting?"
		DavidW says, "Bell Castings"
		DavidW says, "We didn't find any bells there, though."
Jacqueline says (to ClubFloyd), "go to bell castings" 		
CF ] Bell Castings N 		
CF ] Basement . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > GO TO BELL CASTINGS 		
CF | 		
CF | You head west to the white gallery. Then west to the gallery of still 		
CF | life. Then west to the upper bulb. Then down to the lower bulb. Then 		
CF | east to the state rotunda. Then east to the parliamentary chambers. 		
CF | Then east to cloister walk. Then north to rose garden. Then down to 		
CF | rooted room. And finally south to bell castings. 		
CF | 		
CF | Bell Castings 		
CF | A room of scrap and refuse: wooden structures and clay molds from 		
CF | which bells might be made, scrap metal, pieces of bells now broken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to lie library" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO LIE LIBRARY 		
CF | 		
CF | You head north to rooted room. Then up to rose garden. You climb into 		
CF | the pale light... 		
CF | 		
CF | , emerging into rose garden. Then south to cloister walk. , emerging 		
CF | into cloister walk. Then west to the parliamentary chambers. , 		
CF | emerging into the parliamentary chambers. Then west to the state 		
CF | rotunda. , emerging into the state rotunda. Then west to the lower 		
CF | bulb. , emerging into the lower bulb. Then up to the upper bulb. , 		
CF | emerging into the upper bulb. Then southwest to the smoke-damaged 		
CF | chamber. , emerging into the smoke-damaged chamber. And then east to 		
CF | the lie library. 		
CF | 		
CF | Lie Library 		
CF | Fables, fictions, and falsehoods, arranged by number by type, and 		
CF | containing such categories as "In which the hero receives help from 		
CF | three aged figures," "In which the villain has a mysterious name," and 		
CF | so on. 		
CF | 		
CF | You can see a book return stand (on which is a great contract book) 		
CF | here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring bell" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > RING BELL 		
CF | 		
CF | Which do you mean, the little gold dinner bell or the silver bell? 		
CF | 		
CF | > 		Roger says, "I thought one might have shown up"
Jacqueline says (to ClubFloyd), "silver" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > SILVER 		
CF | 		
CF | You ring the bell, but those who might hear and heed it are not close 		
CF | enough. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we need a specific one."
		Roger says, "maybe in the other library"
		DavidW says, "Fill the inkpot, I guess."
		Jacqueline says, "True. We have not done that. And may need to."
		Roger says, "or that's something worth doing too"
		Knight_Otu says, "Oh, right, that."
Jacqueline says (to ClubFloyd), "go to fountain" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO FOUNTAIN 		
CF | 		
CF | You head west to the smoke-damaged chamber. Then northeast to the 		
CF | upper bulb. Then down to the lower bulb. Then south to the law 		
CF | library. Then down to the central crypt. Then south to the debtor's 		
CF | paradise. Then down to the dank room. And finally north to the press 		
CF | room. 		
CF | 		
CF | Press Room 		
CF | Liquid squeezed from the surrounding earth here flows out through a 		
CF | fountain, then soaks back into the ground below. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "fill ink" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > FILL INK 		
CF | 		
CF | But there's no water here to carry. 		
CF | 		
CF | > 		DavidW says, "also look up the librarian in the contract book when in the translation room."
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "take liquid" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > TAKE LIQUID 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "fill inkpot" 		
CF ] Press Room 		
CF ] Basement . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > FILL INKPOT 		
CF | 		
CF | You fill the inkpot from the fountain, trying to get as little as 		
CF | possible on yourself. 		
CF | 		
CF | > 		Jacqueline says, "For what it's worth, I do think this is blood."
		Jacqueline says, "Blood for contracts."
		Knight_Otu says, "Bloody lawyers."
		Jacqueline says, "heh"
		Roger says, "we salute you, our contractually-obligated dark lord"
		Jacqueline asks, "So, should I get the book and go to the translation room, or ... ?"
		Roger says, "yeah that sounds like a good idea"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "go to lie library" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO LIE LIBRARY 		
CF | 		
CF | You head south to the dank room. Then up to the debtor's paradise. 		
CF | Then north to the central crypt. Then up to the law library. , 		
CF | emerging into the law library. Then north to the lower bulb. , 		
CF | emerging into the lower bulb. Then up to the upper bulb. , emerging 		
CF | into the upper bulb. Then southwest to the smoke-damaged chamber. , 		
CF | emerging into the smoke-damaged chamber. And then east to the lie 		
CF | library. 		
CF | 		
CF | Lie Library 		
CF | Fables, fictions, and falsehoods, arranged by number by type, and 		
CF | containing such categories as "In which the hero receives help from 		
CF | three aged figures," "In which the villain has a mysterious name," and 		
CF | so on. 		
CF | 		
CF | You can see a book return stand (on which is a great contract book) 		
CF | here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take contract book" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > TAKE CONTRACT BOOK 		
CF | 		
CF | You acquire the great contract book. 		
CF | 		
CF | > 		DavidW says, "Lucrezia's notes might have info too."
Jacqueline says (to ClubFloyd), "go to translation room" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > GO TO TRANSLATION ROOM 		
CF | 		
CF | You head west to the smoke-damaged chamber. Then northeast to the 		
CF | upper bulb. Then down to the lower bulb. And finally west to the 		
CF | translation room. 		
CF | 		
CF | Translation Room 		
CF | Endowed with a deep power that dissolves into ready vernacular even 		
CF | the most ancient and secret scripts of the Law Library. 		
CF | 		
CF | You can see an ordinary quill pen here. 		
CF | 		
CF | > 		Knight_Otu nods.
Jacqueline says (to ClubFloyd), "read contract book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > READ CONTRACT BOOK 		
CF | 		
CF | You read with interest the indenture of a certain fighting-man. Thanks 		
CF | to the neat way the names are written at the top right corner of each 		
CF | page, you could easily look up anyone, though. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read contract book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > READ CONTRACT BOOK 		
CF | 		
CF | You read with interest the indenture of a certain fighting-man. Thanks 		
CF | to the neat way the names are written at the top right corner of each 		
CF | page, you could easily look up anyone, though. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read contract book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > READ CONTRACT BOOK 		
CF | 		
CF | You read with interest the indenture of a certain ostler. Thanks to 		
CF | the neat way the names are written at the top right corner of each 		
CF | page, you could easily look up anyone, though. 		
CF | 		
CF | > 		Jacqueline says, "I just learned a new word."
Jacqueline says (to ClubFloyd), "read contract book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > READ CONTRACT BOOK 		
CF | 		
CF | You read with interest the indenture of a certain fighting-man. Thanks 		
CF | to the neat way the names are written at the top right corner of each 		
CF | page, you could easily look up anyone, though. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read contract book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > READ CONTRACT BOOK 		
CF | 		
CF | You read with interest the indenture of a certain fighting-man. Thanks 		
CF | to the neat way the names are written at the top right corner of each 		
CF | page, you could easily look up anyone, though. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read contract book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > READ CONTRACT BOOK 		
CF | 		
CF | You read with interest the indenture of a certain fighting-man. Thanks 		
CF | to the neat way the names are written at the top right corner of each 		
CF | page, you could easily look up anyone, though. 		
CF | 		
CF | > 		Jacqueline says, "Not much variation."
Jacqueline says (to ClubFloyd), "take pen" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > TAKE PEN 		
CF | 		
CF | It doesn't look heavy at all, but you can't lift it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sign contract" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > SIGN CONTRACT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "I guess we need to figure out the last bell"
Knight_Otu says (to ClubFloyd), "indenture beast" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > INDENTURE BEAST 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "Trying to find a bellmaker or pancakesmithy, I guess."
		Jacqueline says, "haha"
		Jacqueline says, "If you find a pancakesmithy, please share his services with me."
Knight_Otu says (to ClubFloyd), "look up librarian in book" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > LOOK UP LIBRARIAN IN BOOK 		
CF | 		
CF | The contract records that the librarian -- a relatively recent 		
CF | innovation at the castle -- is controlled by a glass bell. 		
CF | 		
CF | > 		Jacqueline says, "oho"
		DavidW) Elephant-shaped daemon says, "oh, I can make you a pancake"
Jacqueline says (to ClubFloyd), "think about glass bell" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > THINK ABOUT GLASS BELL 		
CF | 		
CF | You have seen the item you need to solve this problem, but it's not in 		
CF | sight at the moment. (The objects command will list everything you 		
CF | remember seeing, if you'd like to review.) 		
CF | 		
CF | Shall I go on? > 		Jacqueline says (to DW), "hee"
		Jacqueline asks, "So, um, should I let the game tell us more about the glass bell, or hold off?"
		DavidW says, "Maybe it's in the bell room now that you read about it."
		Knight_Otu says, "Let's see if it materialized in the bell room, first."
		Jacqueline says, "True"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Translation Room 		
CF ] State Rooms . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > N 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to bell room" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO BELL ROOM 		
CF | 		
CF | You head east to the lower bulb. Then up to the upper bulb. Then east 		
CF | to the gallery of still life. Then east to the white gallery. And 		
CF | finally east to the bellroom. 		
CF | 		
CF | Bellroom 		
CF | Kept, conveniently, close to where the masters of the house would once 		
CF | have slept. There are bells large and small, clappers, tambourines, 		
CF | and gongs. Most of these you have never seen used at all. 		
CF | 		
CF | Roses from the garden below have crept up to grow around the north 		
CF | window, lending a sickly smell to the place. 		
CF | 		
CF | Nearby an open heavy door leads south to the private parlor. 		
CF | 		
CF | Catching your eye among many other unfamiliar items are a glass bell, 		
CF | a cow bell, and a leather tambourine. 		
CF | 		
CF | > 		Jacqueline says, "YEP"
		Jacqueline says, "YOINK"
Jacqueline says (to ClubFloyd), "take glass bell" 		
CF ] Bellroom 		
CF ] Control Rooms W . E 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > TAKE GLASS BELL 		
CF | 		
CF | You acquire the glass bell, and assess it curiously. 		
CF | 		
CF | Thick glass with a clapper on a chain. 		
CF | 		
CF | > 		DavidW says, "Tinklies!"
Jacqueline says (to ClubFloyd), "go to lie library" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > GO TO LIE LIBRARY 		
CF | 		
CF | You head west to the white gallery. Then west to the gallery of still 		
CF | life. Then west to the upper bulb. Then southwest to the smoke-damaged 		
CF | chamber. And finally east to the lie library. 		
CF | 		
CF | Lie Library 		
CF | Fables, fictions, and falsehoods, arranged by number by type, and 		
CF | containing such categories as "In which the hero receives help from 		
CF | three aged figures," "In which the villain has a mysterious name," and 		
CF | so on. 		
CF | 		
CF | You can see a book return stand here. 		Roger says, "I don't understand the story logic at work here"
CF | 		
CF | > 		Jacqueline says (to Roger), "It's magic, Roger. Magic."
		Jacqueline waves her hands around, while wiggling her fingers.
		Roger says, "okay I'll buy that"
		Knight_Otu says, "It was always there, but didn't recognizr it as important."
		Jacqueline says, "Or that."
		DavidW says, "yeah"
		Roger says, "that's what I'm wondering"
Jacqueline says (to ClubFloyd), "put contract on stand" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > PUT CONTRACT ON STAND 		
CF | 		
CF | You put the great contract book on the book return stand. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ring glass bell" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > RING GLASS BELL 		
CF | 		
CF | You summon the librarian, who comes and looks at the contract book: 		
CF | you see this as a sort of fog. It frowns at the condition of some of 		
CF | the pages, then searches the front and back of the book; then, 		
CF | grimacing, it takes out a red seal like those used in the empire of 		
CF | the Chan. It is about to mark the contract book property of the Lie 		
CF | Library, when it discovers that its seal ink has dried up: so the 		
CF | stamp has no efficacy. Disappointed, it vanishes again. 		
CF | 		
CF | > 		Knight_Otu says, "Ah hah."
		MoyTravis says, "...uh. Hmm."
		Roger says, "awww man you gotta oil up your seal regularly"
		Jacqueline exclaims, "I have seal ink for you, dude!"
		Jacqueline exclaims, "Come back!"
		DavidW asks, "Is the seal there? Or put the inkpot on the stand too?"
Jacqueline says (to ClubFloyd), "x seal" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > X SEAL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put inkpot on stand" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > PUT INKPOT ON STAND 		
CF | 		
CF | You put the inkpot on the book return stand. 		
CF | 		
CF | > 		Roger says, "maybe check out the stand picture again"
Jacqueline says (to ClubFloyd), "ring glass bell" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > RING GLASS BELL 		
CF | 		
CF | You summon the librarian, who comes and looks at the contract book: 		
CF | you see this as a sort of fog. It frowns at the condition of some of 		
CF | the pages, then searches the front and back of the book; then, 		
CF | grimacing, it takes out a red seal like those used in the empire of 		
CF | the Chan. 		
CF | 		
CF | It inks this carefully from the inkpot, then stamps inside the front 		
CF | of the book: 		
CF | 		
CF | 		
CF | PROPERTY OF THE LIE LIBRARY 		
CF | DO NOT REMOVE 		
CF | 		
CF | ...whereupon the contracts inside begin to unravel and dissolve into 		
CF | the merest stories. 		
CF | 		
CF | > 		Roger says, "there we go"
		MoyTravis exclaims, "Hooray!"
		MoyTravis says, "I did laugh when the librarian showed up then went "welp no ink bye""
		Jacqueline asks, "So, smoochie time? I hate to call it that, given who we're kissing, but... smoochie time?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Lie Library 		
CF ] State Rooms W . 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > L 		
CF | 		
CF | Lie Library 		
CF | Fables, fictions, and falsehoods, arranged by number by type, and 		
CF | containing such categories as "In which the hero receives help from 		
CF | three aged figures," "In which the villain has a mysterious name," and 		
CF | so on. 		
CF | 		
CF | You can see a book return stand (on which is an inkpot (full)) here. 		
CF | 		
CF | > 		Knight_Otu says, "I guess so."
Jacqueline says (to ClubFloyd), "go to beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > GO TO BEAST 		
CF | 		
CF | You head west to the smoke-damaged chamber. Then northeast to the 		
CF | upper bulb. And finally east to the gallery of still life. 		
CF | 		
CF | Gallery of Still Life 		
CF | Natural light from the south -- coming in from the courtyard, you 		
CF | suppose, though you are too short to see out -- illuminates a series 		
CF | of still life paintings on the north wall: one showing the Wedding 		
CF | Treasure when Lucrezia arrived from Medici-Credenza, the other rather 		
CF | fancifully entitled Supper with M. 		
CF | 		
CF | Nearby an open heavy door leads east to the white gallery. 		
CF | 		
CF | And here Beast lies, sprawled on the ground as if he'd fallen. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe we also can just leave now."
		DavidW says, "'Is this a kissing story?'"
		Roger says, "make your own damn sandwiches from now on"
		Jacqueline asks, "Do you all want me to just leave and see if that gives us an ending?"
Jacqueline says (to ClubFloyd), "go to gate" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > GO TO GATE 		
CF | 		
CF | Which do you mean, the iron-barred gate or the mural? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to iron-barred gate" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 55/55 SW S 		
CF | 		
CF | > GO TO IRON-BARRED GATE 		
CF | 		
CF | You head west to the upper bulb. Then down to the lower bulb. Then 		
CF | east to the state rotunda. Then south to the central courtyard. And 		
CF | finally south to the entrance hall. 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. And no wonder he was not 		Roger says, "sure let us see"
CF | here to meet you. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		MoyTravis says, "oooh, yeah, let's see."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Central Courtyard N 		
CF ] Main Castle . E 		
CF ] Rooms searched: 55/55 S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Central Courtyard 		
CF | Open to a grey sky, from which a light rain falls. You have never seen 		
CF | the courtyard otherwise: it rains in every season, winter or summer, 		
CF | no matter what lies beyond the moat. 		
CF | 		
CF | The castle proper opens both north and south, and to the east a 		
CF | helical staircase ascends to the roof. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Entrance Hall N 		
CF ] Main Castle W . E 		
CF ] Rooms searched: 55/55 SW S 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Entrance Hall 		
CF | There is no fire in the big fireplace; the air is very cold. Over the 		
CF | gate, the old familiar warning sign is painted. 		
CF | 		
CF | Various passages lead deeper into the castle: north towards the 		
CF | central courtyard, southwest to the guard tower, east and west into 		
CF | the libraries, the offices, the galleries. And no wonder he was not 		
CF | here to meet you. 		
CF | 		
CF | An iron-barred gate leads south to the drawbridge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Drawbridge 		
CF | There is little enough purpose in loitering outside: He and his 		
CF | servants never come out here, and whatever you must do, you will have 		
CF | to do within. 		
CF | 		
CF | An iron-barred gate leads north to the entrance hall. 		
CF | 		
CF | > 		Jacqueline says, "Sadly, no."
		DavidW says, "Beast isnt saying anything"
		Roger says, "boo"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Drawbridge N 		
CF ] Great Outdoors . 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > S 		
CF | 		
CF | From here, you can head north. 		
CF | 		
CF | > 		Jacqueline says, "Yeah. Phooey."
		Knight_Otu says, "Hrm."
		Knight_Otu says, "Okay."
Jacqueline says (to ClubFloyd), "go to beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > GO TO BEAST 		
CF | 		
CF | You head north to the entrance hall. Then west to the great dining 		
CF | hall. Then north to the law library. Then north to the lower bulb. 		
CF | Then up to the upper bulb. And finally east to the gallery of still 		
CF | life. 		
CF | 		
CF | Gallery of Still Life 		
CF | Natural light from the south -- coming in from the courtyard, you 		
CF | suppose, though you are too short to see out -- illuminates a series 		
CF | of still life paintings on the north wall: one showing the Wedding 		
CF | Treasure when Lucrezia arrived from Medici-Credenza, the other rather 		
CF | fancifully entitled Supper with M. 		
CF | 		
CF | Nearby an open heavy door leads east to the white gallery. 		
CF | 		
CF | And here Beast lies, sprawled on the ground as if he'd fallen. 		
CF | 		
CF | > 		Roger says, "modern-day Emily probably would have caught that"
		Jacqueline says, "heh"
		Jacqueline says, "I just spoke to her about this (since I saw some light bugs) and she does not intend to update this..."
		Jacqueline smiles.
Jacqueline says (to ClubFloyd), "kiss beast" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > KISS BEAST 		
CF | 		
CF | As you do, you can't help remembering -- because of the girdle -- how 		
CF | many women before you this king imprisoned against their will. And why 		
CF | should he deserve to be forgiven, merely because he has been less 		
CF | cruel to you than to the others? 		
CF | 		
CF | When you lift your head, he is his proper self: a man, about 		
CF | forty-five. Handsome, perhaps, but in the style of the lord mayor, not 		
CF | someone you would have aspired to wed. His face has perhaps softened a 		
CF | little since his youth, but he is still recognizably the same person. 		
CF | 		
CF | His fingers stretch in experiment. "Dear virgin mother. You did it. 		
CF | The servants are free?" 		
CF | 		
CF | You nod. 		
CF | 		
CF | "Good girl." He touches your cheek affectionately; then freezes. "And 		
CF | you're wearing Yvette's girdle. I suppose you heard her story, in that 		
CF | case." He sticks out his jaw. "You can go now. It won't kill me, this 		
CF | time." 		
CF | 		
CF | You draw a breath and give him your answer. 		
CF | 		
CF | 		
CF | *** You have restored the King and freed his servants *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, or QUIT? 		
CF | > 		MoyTravis exclaims, "Hooray!"
		Roger says, "huzzah"
		Jacqueline says, "So... maybe we did leave? But probably not."
		Knight_Otu exclaims, "We did it, and right on time!"
		Roger says, "stay tuned for Bronze 2: The Beast is Back, coming soon"
		DavidW says, "hooray"
		Jacqueline asks (of KO), "Right on time, as in, an hour after our two-hour mark?"
		Knight_Otu says, "Well, it's been the three hour mark for so long now..."
		Knight_Otu says, "The two-hour mark has been a rarity."
		Jacqueline says, "heh. Except on weeks where I have a thing schedule after our two-hour mark, but that won't happen again for a few weeks, so..."
		Jacqueline says, "Thanks again, all. I'm glad to have experienced this."
		Roger says, "yeah it was worthwhile"
		MoyTravis exclaims, "Yeah, this was nice!"
		Jacqueline says, "Nice is certainly one word for it, sure."
		Jacqueline looks down at our cloven-hoofed shoes.
		MoyTravis says, "That statement was unironic."
		Knight_Otu says, "Very very very very very very something."
		Jacqueline says, "hahahahaha yes. Very."
		Knight_Otu says, "But yeah, I'm glad we (Jacq) played this."
		Jacqueline says, "Okay. Take care, everyone. Please try to stay safe."
		DavidW says, "thanks"
		Knight_Otu says, "Yeah."
		MoyTravis exclaims, "Same, and thanks for driving!"
		Jacqueline exclaims, "Welcome!"
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
Roger 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. 		
DavidW focuses on his crystal and fades away into a silver haze in the light. 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Gallery of Still Life 		
CF ] State Rooms W . E 		
CF ] Rooms searched: 55/55 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Gallery of Still Life 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "about" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Introduction to Bronze 		
CF | Instructions for Playing IF in General 		
CF | > Special Commands In Bronze 		
CF | Credits 		
CF | Contacting the Author 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Introduction to Bronze 		
CF | Instructions for Playing IF in General 		
CF | Special Commands In Bronze 		
CF | > Credits 		
CF | Contacting the Author 		
Jacqueline presses the yellow enter button. 		
CF ] Credits 		
CF | Inform 7 is the work of Graham Nelson, and Bronze was compiled using 		
CF | Andrew Hunter's compiler for Mac OS X. 		
CF | 		
CF | Admiral Jota, Dan Shiovitz, and David Welbourn offered some 		
CF | beta-testing corrections on an early prototype version of Bronze. The 		
CF | fuller version of the game was beta-tested by Annette Edelman, Michael 		
CF | Gentry, Dene Goodman, Yoon Ha Lee, Nick Montfort, Brian Rapp, and Dan 		
CF | Shiovitz. Bugs corrected after the first public release were submitted 		
CF | by Paul Trembath, Brett Witty, Nick Montfort, L. Ross Raszewski, 		
CF | Samuel Bronson, Christopher Tate, Brian Campbell, and Eric Eve. 		
CF | 		
CF | Novice-friendly features are designed based on observations of 		
CF | frequent errors in logs of phpZork, rec.arts.int-fiction posts from 		
CF | players, and some analysis of novice transcripts by Aaron Reed.			



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ClubFloyd Transcript:
Babel by Ian Finley
As played on ifMUD on August 29 & September 5, 2021

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 Babel written by Ian Finley. Babel was an entrant in the third annual IFComp, in which it took second place. It went on to receive Xyzzy nominations for Best Game, Best Writing, Best Puzzles, and Best Individual PC, as well as win the 1997 Xyzzy for Best Story. It was ranked the 13th in the 2015 edition of the Interactive Fiction Top 50 of All Time. 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 *** 		
		
Knight_Otu says (to ClubFloyd), "load sleepmask babel" 		
CF | FrobTADS 1.2.3 - A text-only TADS 2.5.17 Interpreter. 		
CF | TADS copyright (c) 1993, 2012 by Michael J. Roberts. 		
CF | Maintained by Nikos Chantziaras <realnc@gmail.com>. 		
CF | 		
CF | usage: frob [options] file 		
CF | options: 		
CF | -ctab file use character mapping table file 		
CF | -ctab- do not use any character mapping file 		
CF | -i file read commands from file 		
CF | -o file write commands to file 		
CF | -l file log all output to file 		
CF | -m size maximum cache size (in bytes) 		
CF | -mh size heap size (default 65535 bytes) 		
CF | -ms size stack size (default 512 elements) 		
CF | -p [toggle] pause after play 		
CF | -r savefile restore saved game position from savefile 		
CF | -s level set I/O safety level (-s? for help) 		
CF | -tf file use file for swapping (default: TADSSWAP.DAT) 		
CF | -ts size maximum swapfile size (default: unlimited) 		
CF | -tp (-)[toggle] preload all objects 		
CF | -t+ enable swapping (disabled by default) 		
CF | -u size set undo to size (0 to disable; default 60000) 		
CF | 		
CF | toggle options: add + to enable, - to disable, nothing to toggle 		
CF | cheaptads quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		
Knight_Otu says (to ClubFloyd), "load babel" 		
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 | Black. 		
CF | White. Cold. 		
CF | Dry. 		
CF | The sun is just about to rise on latitude 74. In the darkness the last 		
CF | stars pierce the air and the arctic wind is a dying songbird. Below 		
CF | the snow dunes, you are waking. Something is wrong. 		
CF | 		
CF | 		
CF | 		
CF | ---Babel--- 		
CF | by Ian Finley. 		
CF | Developed with TADS, the Text Adventure Development System. 		
CF | 		
CF | (If you are unfamiliar with interactive fiction or need help, type 		
CF | INSTRUCTIONS) 		
CF | 		
CF | North End 		
CF | One by one, your senses speak to you. There is one absolute: cold. 		
CF | The hard surface you're lying on is cold, the thin gown thrown over 		
CF | your body is cold, the disinfectant-tinged air is cold, the darkness 		
CF | around you is cold. Even your mind is cold and empty. Where are you? 		
CF | Who are you? You feel the warm edge of a memory, but it fades as you 		
CF | approach. Slowly, your joints bulging with ache, you get to your feet 		
CF | and look around. 		
CF | 		
CF | You're standing in a cold, dimly lit hall which runs south toward a 		
CF | feeble light and terminates at a door to the north, out of which juts a 		
CF | weird device. Next to the door, in the northeast corner, is a heavy 		
CF | bulkhead, and you can just make out a third door on the west wall. 		
CF | 		
CF | > 		Knight_Otu says, "No sleepmask for us."
Knight_Otu says (to ClubFloyd), "x me" 		
CF | Your body seems almost unfamiliar in some ways. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gown" 		
CF | The loose hospital gown, stained all over the front, gives you 		
CF | virtually no protection against the chilling air. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | Which door do you mean, the bulkhead, the north door, or the west door? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bulkhead" 		
CF | The bulkhead is made of heavy steel and covered with warning stickers. 		
CF | It is closed tight. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stickers" 		
CF | There are half a dozen large, bright stickers on the door, screaming 		
CF | "BIO-HAZARD" and "DANGER". 		
CF | 		
CF | > 		Knight_Otu says, "Oh my."
Knight_Otu says (to ClubFloyd), "x north door" 		
CF | The door is a plain metal hatch, slightly cold to the touch, and locked 		
CF | with an odd device. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x device" 		
CF | The device appears to be some sort of combination lock, covered with 		
CF | oddly shaped, off-color buttons. You have no idea how to unlock it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x west door" 		
CF | The door has no apparent handle or latch, but next to it is a card 		
CF | slot. The door is securely closed. 		
CF | 		
CF | > 		Knight_Otu says, "I guess that leaves the south to go to."
		Roger says, "reckon so"
Knight_Otu says (to ClubFloyd), "s" 		
CF | North Hall 		
CF | This is the middle of a dark hallway that runs to the north and to 		
CF | the south. What little light there is comes from the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x light" 		
CF | I don't see any light here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Center 		
CF | Grey light drips in from an octagonal skylight in the ceiling of 		
CF | this room, making the room look as cold as it feels. To the north, 		
CF | east, and south, doorways lead into unlit halls. The metal door frame 		
CF | of the east hall glows faintly with an eerie blue light. 		
CF | 		
CF | You are attracted to the light and reach out to touch it. You 		
CF | experience what feels like a strong shock of static electricity, then 		
CF | are further shocked to hear a terrified scream coming from the east 		
CF | hall. As you watch, your body frozen in place, the light in the room 		
CF | becomes markedly brighter, and a thin man with streaming black hair 		
CF | rushes in from the hall, panting wretchedly. He skids on the slick 		
CF | tile and crashes to the ground. There's a distinct 'crack' as he 		
CF | falls, and you see his left leg bent impossibly behind him, metal 		
CF | sticking out of the kneecap. Yet what you are seeing evidently isn't 		
CF | actually happening. The image seems blurred, and fades quickly if you 		
CF | try to focus on any particular thing. The sound seems off too, just 		
CF | slightly out of sync with the action. Suddenly, a woman runs in from 		
CF | the north, and kneels by the man. 		
CF | 		
CF | "What's happened?" she asks, clearly as unsettled as you. 		
CF | 		
CF | Still piled on the floor, gasping, the man manages to turn to face her 		
CF | and mumble, "That thing... the Jabberwocky... it's out... broke the 		
CF | vial right there... slammed the door..." As he continues gasping, you 		
CF | hear the sound of more feet rushing into the room, but the picture 		
CF | begins to fade, and you are again standing alone in the dim, silent 		
CF | room. 		
CF | 		
CF | > 		
		Knight_Otu says, "That wasn't ominous at all."
Knight_Otu says (to ClubFloyd), "x door" 		
CF | Which door do you mean, the north door, the south door, or the glowing 		
CF | east door? 		
CF | 		
CF | > 		Roger says, "all omens all the time"
Knight_Otu says (to ClubFloyd), "glowing" 		
CF | The metal doorway is set with bars and lights. It radiates an almost 		
CF | imperceptible glow. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bars" 		
CF | Which bars do you mean, the north door, or the south door? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "north" 		
CF | The metal doorway is set with bars and lights. 		
CF | 		
CF | > 		DavidW says, "But necessary. You learn that visions are gained by touching some thing."
Knight_Otu says (to ClubFloyd), "l" 		
CF | Center 		
CF | Grey light drips in from an octagonal skylight in the ceiling of 		
CF | this room, making the room look as cold as it feels. To the north, 		
CF | east, and south, doorways lead into unlit halls. The metal door frame 		
CF | of the east hall glows faintly with an eerie blue light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch east door" 		
CF | You experience what feels like a strong shock of static electricity, 		
CF | then are further shocked to hear a terrified scream coming from the 		
CF | east hall. As you watch, your body frozen in place, the light in the 		
CF | room becomes markedly brighter, and a thin man with streaming black 		
CF | hair rushes in from the hall, panting wretchedly. He skids on the 		
CF | slick tile and crashes to the ground. There's a distinct 'crack' as he 		
CF | falls, and you see his left leg bent impossibly behind him, metal 		
CF | sticking out of the kneecap. Yet what you are seeing evidently isn't 		
CF | actually happening. The image seems blurred, and fades quickly if you 		
CF | try to focus on any particular thing. The sound seems off too, just 		
CF | slightly out of sync with the action. Suddenly, a woman runs in from 		
CF | the north, and kneels by the man. 		
CF | 		
CF | "What's happened?" she asks, clearly as unsettled as you. 		
CF | 		
CF | Still piled on the floor, gasping, the man manages to turn to face her 		
CF | and mumble, "That thing... the Jabberwocky... it's out... broke the 		
CF | vial right there... slammed the door..." As he continues gasping, you 		
CF | hear the sound of more feet rushing into the room, but the picture 		
CF | begins to fade, and you are again standing alone in the dim, silent 		
CF | room. 		
CF | 		
CF | > 		Knight_Otu says, "And it's repeatable."
		DavidW says, "It is, yes."
		Knight_Otu asks, "East, south?"
		DavidW says, "I wanna say both."
		DavidW says, "Pick one."
		Knight_Otu says, "I don't think we have the power of splitting yet."
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | The darkness in this hall seems to amplify the odd echoes of your 		
CF | feet on the tile. The only light comes from down the hall to the west; 		
CF | to the east it is darker still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | In almost absolute darkness, you can just see the outlines of a door 		
CF | on the north wall and what appears to be a bulkhead to the east. 		
CF | Oddly, a faint glow is coming from the bulkhead. To the west there 		
CF | seems to be more light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch bulkhead" 		
CF | You experience a mildly painful shock as you touch the door frame. 		
CF | Almost instantly, you hear voices around you, and a group of three 		
CF | people appears, in mid-conversation. They stare right through you at 		
CF | the bulkhead, which stands wide open, letting a wash of light into the 		
CF | hall. You recognize two of the people right away: the thin, dark 		
CF | haired man was the person whom you saw running into the center room (he 		
CF | looks much, much calmer now) and the tall woman in the middle of the 		
CF | group was the woman you saw in that same vision, though the scene 		
CF | you're seeing now seems a little less focused than that first one. You 		
CF | have not seen the third person--a young man with blond hair--before, 		
CF | yet he too seems familiar. 		
CF | 		
CF | "But surely you appreciate the necessity of certain boundaries," says 		
CF | the dark haired one, peering at the younger man. "For our own 		
CF | protection, there must be limits on man's knowledge." 		
CF | 		
CF | "I don't see why," answers the other, almost indignant. "Scientific 		
CF | truth is absolute; it needs no explanations or qualifiers, nor does it 		
CF | need boundaries." 		
CF | 		
CF | "Because of all the good things we have done here, I have kept silent," 		
CF | continues the first speaker, his tone persistent despite its softness, 		
CF | "but in that gallery are the very demons of the Pit. We have, in 		
CF | pursuing your 'absolute truth,' created a pestilence." 		
CF | 		
CF | "Now listen to me..." says the young man, suddenly becoming ominous and 		
CF | threatening. The woman puts her hand on his arm, restraining him with 		
CF | gentle pressure. 		
CF | 		
CF | "Please, David," she says, quietly forcing him to calm. "We've got to 		
CF | appreciate Brett's beliefs, he has some genuine concerns." David nods 		
CF | reluctantly, and she turns to address the older man. "But, it is our 		
CF | duty to face those dangers Brett. We must take the good with the bad. 		
CF | For every toxin we've made, we've found a cure for something else. For 		
CF | every dangerous creature we've grown, we've given given the medical 		
CF | world another revolutionary treatment. There's a balance. We are 		
CF | scientists because we are responsible enough to deal with that power." 		
CF | 		
CF | Brett starts to say something, then stops, and slowly casts his eyes 		
CF | down. "Of course, you are right," he says, sullenly shaking his head. 		
CF | "I do not wish to quarrel. It is the Lord's job, not mine, to 		
CF | enlighten. Occasionally I simply get carried away. Forgive my 		
CF | outburst." He looks up, gazing at the two doctors as if a huge canyon 		
CF | stood between himself and them. Slowly, the picture fades away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bulkhead" 		
CF | The bulkhead is imposing, glowing shadowy blue in the darkness. The 		
CF | steel door is covered with various warning labels, but has no apparent 		
CF | handle or other means to open it. There may be more to it, but it's 		
CF | too dark to make out details. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x labels" 		
CF | There are half a dozen large, bright stickers on the door, screaming 		
CF | "BIO-HAZARD" and "DANGER". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x north door" 		
CF | The door has no apparent handle or latch, but there is a small slot 		
CF | next to it. The door is securely closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x slot" 		
CF | The slot appears to accept ID cards to open the door. 		
CF | 		
CF | > 		Knight_Otu says, "No open path here."
		DavidW says, "So. back to the junction and south."
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | The darkness in this hall seems to amplify the odd echoes of your 		
CF | feet on the tile. The only light comes from down the hall to the west; 		
CF | to the east it is darker still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Grey light drips in from an octagonal skylight in the ceiling of 		
CF | this room, making the room look as cold as it feels. To the north, 		
CF | east, and south, doorways lead into unlit halls. The metal door frame 		
CF | of the east hall glows faintly with an eerie blue light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | At this point in the long hall, the drab metal walls are interrupted 		
CF | by an opening on the east side of the passage. You can see light far 		
CF | back to the north, but only icy darkness to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x opening" 		
CF | It's just an opening to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | You stumble around in the complete darkness at the end of the hall. 		
CF | After a few minutes trying to feel the walls, you crack your shin 		
CF | against something and limp back north. 		
CF | 		
CF | South Hall 		
CF | At this point in the long hall, the drab metal walls are interrupted 		
CF | by an opening on the east side of the passage. You can see light far 		
CF | back to the north, but only icy darkness to the south. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, should have guessed."
Knight_Otu says (to ClubFloyd), "e" 		
CF | Communications Room 		
CF | Around you, you can sense the shapes of hulking masses: some 		
CF | harshly angled, some weirdly curved, all faintly outlined by the 		
CF | half-light from the hall. A motion catches your eye and, coming closer 		
CF | to it, you see it's the door of a cabinet, swinging slowly back and 		
CF | forth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinet" 		
CF | Attached to the wall is a plain metal cabinet, its door hanging open. 		
CF | There's a large plastic switch in the cabinet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x switch" 		
CF | In the box is a single plastic switch marked "POWER." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF | You flip the switch and are nearly knocked back, your eyes dazzled, as 		
CF | fluorescent light floods the room. All through the station you hear 		
CF | humming and pulsing as machines come to life. In a moment the noises 		
CF | fade and your eyes adjust. An electronic voice echoes through the 		
CF | room. "Returned to main power supply from auxiliary power supply. All 		
CF | station functions returning to normal." 		
CF | 		
CF | You are in some sort of communications center. Tall machines, 		
CF | barnacled with speakers and keyboards, crowd the tight space. The 		
CF | largest machine in the room stands directly in front of you and bears a 		
CF | screen covered in flashing figures. On the west wall, next to the door, 		
CF | the power box hangs open. 		
CF | 		
CF | > 		Knight_Otu says, "Switch switch and X box. Clearly there need to be more stations that can be played in IF."
		DavidW asks, "So you want to > play station ?"
		Knight_Otu says, "I mean, it would fit right in."
Knight_Otu says (to ClubFloyd), "x machine" 		
CF | This appears to be the main communications terminal, covered with 		
CF | buttons and keyboards, and surmounted by a large screen. Attached to 		
CF | the terminal is a swivel chair for the user. Bright green letters 		
CF | blink at you from the screen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screen" 		
CF | The screen reads: last message out: PROBLEMS REACHED CRITICAL 		
CF | LEVEL--COMPLETE EVACUATION ARRANGED--DO NOT ATTEMPT FURTHER CONTACT IN 		
CF | ANY MANNER--RESEARCH MUST BE CONSIDERED DESTROYED--TELERUS PROJECT 		
CF | FAILED--PROJECT 'BABEL' FAILED--OUT. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x power box" 		
CF | Attached to the wall is a plain metal cabinet, its door hanging open. 		
CF | There's a large plastic switch in the cabinet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close it" 		
CF | The door, its latch broken, won't stay closed. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we opened a few new paths."
Knight_Otu says (to ClubFloyd), "touch screen" 		
CF | Touching the screen doesn't seem to have any effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch bulkhead" 		
CF | The wind is knocked out of you as your fingers come in contact with the 		
CF | ice cold steel of the door frame. You hear voices behind you and turn 		
CF | to see four people taking shape in the hall. Three of them, the man 		
CF | and woman from the scene in the center room and another, older man, 		
CF | seem to be greeting the fourth person, a young man with blond hair. 		
CF | 		
CF | "We're very glad to welcome you, Dr. Telurien," says the older man, 		
CF | addressing the newcomer, his tone cordial but uninflected. The sound 		
CF | is garbled though, and the people flicker in and out, like an old and 		
CF | deteriorating movie. "You and I have met," he continues, "but I 		
CF | believe you know our other two colleagues through correspondence alone. 		
CF | May I introduce, then, Dr. Brett Owen, the station technologist, and 		
CF | Dr. Alexis Stevansen, our bio-mechanist." 		
CF | 		
CF | At this, Dr. Stevansen, the woman you saw in the first vision, steps 		
CF | quickly forward to shake the young man's hand. "I've taken some 		
CF | interest in your work, Dr. Telurien. Your hypotheses are very 		
CF | un-conventional. Not necessarily workable, but still quite 		
CF | intriguing." Her voice is light and easy, far from the first speaker's 		
CF | tone. "And, despite Jonas here," she continues, throwing a glance at 		
CF | the older man, "we're not always this formal. Call me Alexis." 		
CF | 		
CF | "Then call me David," replies the young man. You notice he has still 		
CF | not let go of Alexis' hand. 		
CF | 		
CF | Also noticing this, the black haired man--Dr. Owen apparently--quickly 		
CF | breaks in. As he steps forward to shake David's hand, you notice he 		
CF | has a slight limp. "I'm guessing Jonas will want to show you your room 		
CF | and give you a quick de-briefing," he says, his voice soft but clear. 		
CF | "Then I'll show you around the station. I believe you'll find our 		
CF | facilities more than adequate and--" 		
CF | 		
CF | "Well, I believe that will do for introductions," says Jonas, casually 		
CF | steamrolling over the quieter scientist. "If you'll follow me I'll 		
CF | show you your room." He presses a small panel on the wall that you had 		
CF | previously thought was just a tile, and the northwest door opens. He 		
CF | goes through the door, with David following obediently. Alexis' eyes 		
CF | follow him out as the view crackles and fades. 		
CF | 		
CF | > 		DavidW asks, "a panel on the wall, eh?"
Knight_Otu says (to ClubFloyd), "x wall" 		
CF | The walls are burnished, non-reflective steel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x panel" 		
CF | From what you saw in the vision, the panel apparently opens and closes 		
CF | the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push it" 		
CF | The door slides open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bulkhead" 		
CF | This bulkhead is the largest and most secure door you've seen yet, with 		
CF | several thick steel bars locking it in place. The door frame seems lit 		
CF | by an unreal blue light. In the center of the door is a keypad. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x east door" 		
CF | The door has no apparent handle or latch. Next to it is a card slot. 		
CF | The door is securely closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Antechamber 		
CF | This is a small diamond shaped room that provides a transition from 		
CF | the sharp, metal cold of the hall to the residential quarters beyond. 		
CF | Southeast and down a step is the entry area of the station, northwest 		
CF | and up a step are the quarters for the station crew. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x carpet" 		
CF | The carpet is the color of dead moths and its pile is short, but it's a 		
CF | luxury you haven't seen anywhere else in the station. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under it" 		
CF | There's nothing under the carpet. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
Knight_Otu says (to ClubFloyd), "x east door" 		
CF | The metal door bears a small name plate marked "Dr. Brett Owen". It's 		
CF | closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x north door" 		
CF | The metal door bears a small name plate marked "Dr. David Telurien". 		
CF | It's closed and locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x west door" 		
CF | The metal door bears a small name plate marked "Dr. Jonas Bittern". 		
CF | It's closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x south door" 		
CF | The metal door bears a small name plate marked "Dr. Alexis Stevansen". 		
CF | It's closed and locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x northwest arch" 		
CF | The arch is filled by a simple steel door. It's closed and locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x southeast arch" 		
CF | Through the arched opening, you can see the small antechamber. 		
CF | 		
CF | > 		DavidW asks, "So two of those doors aren't locked?"
		Knight_Otu says, "All those locked doors. It's almost like they're private chambers."
Knight_Otu says (to ClubFloyd), "e" 		
CF | (Opening the east door) 		
CF | Brett's Room 		
CF | This room is a complete wreck; the sheets are torn from the bare 		
CF | mattress, the bedding thrown on the floor. A dresser and a glass 		
CF | doored bookcase, its panes shattered, lay on their sides, their 		
CF | contents flung in wild piles over the floor. You can barely see a path 		
CF | through the junk to the bathroom door on the north wall or the hall 		
CF | door to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mattress" 		
CF | The mattress lies on the naked frame, the sheets in disarray all 		
CF | around; one pillow lies all the way across the room. You also notice, 		
CF | half hidden by another fallen pillow, an ID card. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get id" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | The plastic card has a magnetic strip on one side and is stamped with 		
CF | the words "Identification Device: Dr. Brett Owen". 		
CF | 		
CF | > 		Knight_Otu says, "That may come in handy."
		DavidW says, "probably yes"
Knight_Otu says (to ClubFloyd), "x dresser" 		
CF | Like the bookcase, the dresser lays on its side on the floor. Half of 		
CF | its enamel drawers are hanging out of the casing, the other half are 		
CF | strewn over the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x drawers" 		
CF | Like the bookcase, the dresser lays on its side on the floor. Half of 		
CF | its enamel drawers are hanging out of the casing, the other half are 		
CF | strewn over the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bookcase" 		
CF | The bookcase has had its contents thrown about the room, and then was 		
CF | apparently tipped over, causing the metal to dent and the glass doors 		
CF | to shatter. You see a spray of fine glass shards around the room from 		
CF | the fall. Why would anyone do that? 		
CF | 		
CF | > 		
You say (to ClubFloyd), "x junk" 		
CF | Strewn all over are various objects: pieces of clothing, books 		
CF | (including a handsome copy of the Bible), papers, sheets from the bed, 		
CF | etc. Nothing of great interest, but a sure sign that this room has 		
CF | been very thoroughly searched. 		
CF | 		
CF | > 		Knight_Otu says, "And yet the searcher missed the id card."
		DavidW says, "heh"
Knight_Otu says (to ClubFloyd), "get clothing" 		
CF | You see no reason to burden yourself with the clothing. 		
CF | 		
CF | > 		
You say (to ClubFloyd), "x bible" 		
CF | The Bible is truly lovely, its leathern cover and gilt edges 		
CF | immaculate. You notice there is a lengthy index in the back, so you 		
CF | can FIND any topic. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "find creation" 		
CF | I don't know the word "creation". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "find disease" 		
CF | I don't know the word "disease". 		
CF | 		
CF | > 		DavidW says, "oh c'mon"
Knight_Otu says (to ClubFloyd), "find babel" 		
CF | What do you want to find it in? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bible" 		
CF | Here it is, Genesis, 11:4. Babel was a huge tower built to reach the 		
CF | very heavens. When God saw this, and the power of those building it, 		
CF | he was angered and destroyed the tower and its makers. Strangely, the 		
CF | chapter and verse numbers have been circled. 		
CF | 		
CF | > 		DavidW says, "There ya go."
		Knight_Otu says, "I mean, yeah, babel, but considering what's happening here, I figured those two may also yield results."
Knight_Otu says (to ClubFloyd), "bi" 		
CF | I don't know the word "bi". 		
CF | 		
CF | > 		Knight_Otu says, "opps."
Knight_Otu says (to ClubFloyd), "find genesis in bible" 		
CF | I don't know the word "genesis". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | (Opening the bathroom door) 		
CF | Bathroom 		
CF | The bathroom seems quite cramped, despite its almost miniature 		
CF | shower, basin and toilet. You are mildly disturbed to see the mirror 		
CF | on the wall is shattered completely. Brett's room is back to the 		
CF | south. 		
CF | 		
CF | > 		DavidW says, "mm. I suppose there must be more than one entry, but Babel was the obvious one."
		Knight_Otu says, "Conveniently shattered mirror."
Knight_Otu says (to ClubFloyd), "x shower" 		
CF | The tile enclosure is only just large enough for one person. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x basin" 		
CF | The small basin juts abruptly from the wall under a shattered mirror. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x toilet" 		
CF | The toilet sits in the corner, empty of water. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "take shower" 		
CF | You can't have the shower. 		
CF | 		
CF | > 		DavidW says, "I think the water's turned off anyway."
		Knight_Otu says, "I guess it is, but I suspect we would need a shower."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Brett's Room 		
CF | This room is a complete wreck; the sheets are torn from the bare 		
CF | mattress, the bedding thrown on the floor. A dresser and a glass 		
CF | doored bookcase, its panes shattered, lay on their sides, their 		
CF | contents flung in wild piles over the floor. You can barely see a path 		
CF | through the junk to the bathroom door on the north wall or the hall 		
CF | door to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | (Opening the west door) 		
CF | Jonas' Room 		
CF | This room conveys the same sense of cleanliness and exactness you've 		
CF | felt in the rest of the station, despite the soft cream sheets on the 		
CF | bed and an antique roll-top desk in the corner. Next to the desk are a 		
CF | simple dresser and a bookshelf. To the south is the bathroom door, and 		
CF | to the east the round room. 		
CF | 		
CF | > 		DavidW asks, "It was Jonas on the other side, yes?"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn) and an ID card. 		
CF | 		
CF | > 		Knight_Otu says, "Never took that bible I realized."
Knight_Otu says (to ClubFloyd), "x desk" 		
CF | The desk (the only piece of wooden furniture you've seen in the 		
CF | station) seems to be one mass of drawers and pigeonholes, ranging in 		
CF | size from folio holders to pencil nooks the size of a dime. Usually 		
CF | when you imagine a desk like this, it's covered with books and papers 		
CF | and other instruments of study. This desk however is completely 		
CF | barren, all its drawers empty, on its surface only a fading green 		
CF | blotter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x blotter" 		
CF | On one corner of the blotter you see the number 29, hastily scribbled 		
CF | in orange ink. 		
CF | 		
CF | > 		Knight_Otu says, "29, orange, noted."
		DavidW says, "Look under the blotter, in case there's a key there."
Knight_Otu says (to ClubFloyd), "look under blotter" 		
CF | There's nothing under the blotter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under desk" 		
CF | There's nothing under the roll-top desk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | You rifle through the drawers, finding nothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bed" 		
CF | The bed is made with military neatness, making even the sheets and 		
CF | pillows look hard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x look under it" 		
CF | I don't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under bed" 		
CF | There's nothing under the bed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Jonas' Room 		
CF | This room conveys the same sense of cleanliness and exactness you've 		
CF | felt in the rest of the station, despite the soft cream sheets on the 		
CF | bed and an antique roll-top desk in the corner. Next to the desk are a 		
CF | simple dresser and a bookshelf. To the south is the bathroom door, and 		
CF | to the east the round room. 		
CF | 		
CF | > 		DavidW asks, "Dresser?"
Knight_Otu says (to ClubFloyd), "x dresser" 		
CF | The dresser is a simple item made of three, wide, white enameled 		
CF | drawers, its sides scratched revealing streaks of metal under the 		
CF | enamel. The drawers are closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | You slide open one of the drawers. There's nothing of importance in 		
CF | the dresser, only a few pieces of clothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get clothing" 		
CF | You see no reason to burden yourself with the clothing. 		
CF | 		
CF | > 		DavidW says, "but baby it's cold outside"
		Knight_Otu asks, "May I remind you we're cold, running in a simple gown, game?"
Knight_Otu says (to ClubFloyd), "x bookshelf" 		
CF | Like the dresser, the bookshelf is made of clean enameled metal, but 		
CF | covering its shelves are sliding glass doors, which are now shut. All 		
CF | five of the shelves are completely empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | The doors appear to be locked. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW asks (of Skeet), "You forget All In The Family, then?"
		DavidW says, "ilac"
Knight_Otu says (to ClubFloyd), "s" 		
CF | (Opening the bathroom door) 		
CF | Bathroom 		
CF | Sparse and functional, the bathroom sports a small shower, sink, and 		
CF | toilet. The only other furnishing is a shattered mirror above the white 		
CF | basin. Jonas' room is to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mirror" 		
CF | The glass is covered with cracks, making it impossible to see your 		
CF | reflection. Looking closely, you see dried blood on the edges of some 		
CF | of the cracks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x blood" 		
CF | The white gown is covered in a number of dark brown stains, just 		
CF | slightly sticky to the touch. 		
CF | 		
CF | > 		Knight_Otu says, "Not quite the blood I meant. But okay."
		Knight_Otu says, "Still don't know which of these people we are, if any of them."
Knight_Otu says (to ClubFloyd), "n" 		
CF | Jonas' Room 		
CF | This room conveys the same sense of cleanliness and exactness you've 		
CF | felt in the rest of the station, despite the soft cream sheets on the 		
CF | bed and an antique roll-top desk in the corner. Next to the desk are a 		
CF | simple dresser and a bookshelf. To the south is the bathroom door, and 		
CF | to the east the round room. 		
CF | 		
CF | > 		DavidW says (to Knight), "All will be explained eventually."
		Knight_Otu says, "Oh, I'm sure it will."
Knight_Otu says (to ClubFloyd), "e" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Brett's Room 		
CF | This room is a complete wreck; the sheets are torn from the bare 		
CF | mattress, the bedding thrown on the floor. A dresser and a glass 		
CF | doored bookcase, its panes shattered, lay on their sides, their 		
CF | contents flung in wild piles over the floor. You can barely see a path 		
CF | through the junk to the bathroom door on the north wall or the hall 		
CF | door to the west. 		
CF | 		
CF | > 		DavidW asks, "I think there was a way northwest from the center of residential?"
Knight_Otu says (to ClubFloyd), "get bible" 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu asks, "Wasn't that locked?"
Knight_Otu says (to ClubFloyd), "w" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Low." 		
CF | 		
CF | > 		Knight_Otu says, "That is troubling."
		DavidW says, "I think it's just an arch."
Knight_Otu says (to ClubFloyd), "nw" 		
CF | You'll have to open the northwest door first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open northwest door" 		
CF | It's locked. 		
CF | 		
CF | > 		DavidW asks, "Does it need the id card?"
		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | The arch is filled by a simple steel door. It's closed and locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock it with id" 		
CF | I don't know how to unlock anything with the ID card. 		
CF | 		
CF | > 		DavidW says, "oh. Probably wants a normal key, then."
		Knight_Otu says, "Seems likely. I am worried about that power message though."
Knight_Otu says (to ClubFloyd), "se" 		
CF | Antechamber 		
CF | This is a small diamond shaped room that provides a transition from 		
CF | the sharp, metal cold of the hall to the residential quarters beyond. 		
CF | Southeast and down a step is the entry area of the station, northwest 		
CF | and up a step are the quarters for the station crew. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		DavidW says, "Okay. Try going back to that bulkhead down one east hall or enter a room with a card slot."
Knight_Otu says (to ClubFloyd), "x east door" 		
CF | The door has no apparent handle or latch. Next to it is a card slot. 		
CF | The door is securely closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it with id" 		
CF | I don't know how to open the east door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put id in slot" 		
CF | The door slides open and you remove the card. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Records I 		
CF | The only furnishings of this tall, bright room are a steel ledge 		
CF | which runs around the room at waist height and apparently serves as a 		
CF | work space, three chairs that slide along a circular track in front of 		
CF | the ledge, and a large, friendly looking screen in the north wall. Set 		
CF | into the ledge are a number of keyboards and simple printing machines. 		
CF | The only exit is a steel door to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screen" 		
CF | The screen reads: Hello. My name is HOSEA; I am the data 		
CF | storage/retrieval device for the Babel Project. To retrieve data, 		
CF | simply ask me about a topic. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about babel" 		
CF | The screen reads: Babel Project: Station constructed by the 		
CF | Administrative Agency for the development of biological 		
CF | experimentation, for the purpose of bettering mankind. Station is 		
CF | manned by four scientists, who will stay in residence, with provisions 		
CF | air-dropped monthly. Station is subdivided into a residential area, a 		
CF | lab hall, and a specimen gallery. 		
CF | 		
CF | > 		DavidW says, "ok, I'd look up HOSEA in the bible at this point too."
Knight_Otu says (to ClubFloyd), "look up hosea in bible" 		
CF | Hosea was an Old Testament prophet, espousing the coming of doom to the 		
CF | land. One passage has been underlined: "They have dealt treacherously 		
CF | against the Lord: for they have begotten strange children: now shall 		
CF | a month devour them with their portions." 		
CF | 		
CF | > 		DavidW asks, "Also, that first vision mentioned a Jabberwocky?"
		Knight_Otu says, "Yeah, was about to check that."
Knight_Otu says (to ClubFloyd), "ask screen about jabberwocky" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about jabberwock" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about david" 		
CF | The screen reads: Dr. David Telurien: Research scientist for Babel 		
CF | Project. Most recent member of the staff, replacing Dr. Brian Thorne. 		
CF | No specialization. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about jonas" 		
CF | The screen reads: Dr. Jonas Bittern: Senior research scientist for 		
CF | the Babel Project. Specialization in data analysis and viral biology. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about brian" 		
CF | The screen reads: Dr. Brian Thorne: Now deceased. Previously, a 		
CF | research scientist for the Babel Project. Specialization in genetic 		
CF | manipulation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about alexis" 		
CF | The screen reads: Dr. Alexis Stevansen: Research scientist for the 		
CF | Babel Project. Specialization in biological mechanization. 		
CF | 		
CF | > 		DavidW asks, "Brian died, huh? Not gonna tell us how?"
		Karona asks, "Won't we find out?"
Knight_Otu says (to ClubFloyd), "ask screen about brett" 		
CF | The screen reads: Dr. Brett Owen: Research scientist and station 		
CF | designer for the Babel Project. Technical specialization. 		
CF | 		
CF | > 		DavidW says, "oh, you'll find out, yes."
Knight_Otu says (to ClubFloyd), "ask screen about me" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		Knight_Otu says, "Not that easy, I guess."
Knight_Otu says (to ClubFloyd), "ask screen about evacuation" 		
CF | I don't know the word "evacuation". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about lockdown" 		
CF | I don't know the word "lockdown". 		
CF | 		
CF | > 		DavidW asks, "The comm screen mentioned something. Telurion, was it?"
		Knight_Otu says, "Telerus."
		DavidW says, "oh, ok"
Knight_Otu says (to ClubFloyd), "ask screen about telerus" 		
CF | The screen reads: Telerus: Toxicology 4885. Symbiotic toxin that 		
CF | increases the body's electric receivers and deciphers, thereby 		
CF | enhancing latent tellurgic abilities. Within days after infection with 		
CF | the toxin, a human can see and hear short, emotionally charged episodes 		
CF | that occurred in the past by touching an object nearby that has been 		
CF | "imprinted" with the scene. Still in highly experimental stages. 		
CF | 		
CF | > 		Knight_Otu says, "Scrolled back to find it."
		Knight_Otu says, "Well, that describes us I guess."
		DavidW says, "oh hey. That must be why the visions. We got some of that telerus in us."
Knight_Otu says (to ClubFloyd), "ask screen about toxins" 		
CF | The screen reads: Toxins: Any compound which forms a poison in the 		
CF | human body. These include instantly fatal mixtures, such as the 		
CF | Jabberwocky and Optium toxins, and more subtle, symbiotic toxins which 		
CF | may produce beneficial side effects, notably, the Telerus toxin. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask screen about optium" 		
CF | The screen reads: Optium Toxin: Liquid base toxin, causes instant 		
CF | cessation of brain activity upon consuption. 		
CF | 		
CF | > 		Knight_Otu says, "Ouch."
		DavidW says, "ok, stay away from Optium."
Knight_Otu says (to ClubFloyd), "ask screen about jabberwocky" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		Knight_Otu says, "Hm, it's suspicious that there's no info on the jabberwocky toxin."
Knight_Otu says (to ClubFloyd), "w" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		DavidW says, "I don't know of anything else to ask Hosea about just yet."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "n" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x walls" 		
CF | The walls are burnished, non-reflective steel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x beacon" 		
CF | The whirling red light seems to be a fairly obvious warning regarding 		
CF | whatever is behind this door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put id in slor" 		
CF | I don't know the word "slor". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "oops slot" 		
CF | The door slides open and you remove the card. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Records III 		
CF | High white walls enclose this space. Around the room is a metal 		
CF | ledge, conveniently set with scanning, typing, and printing equipment 		
CF | for entering data. Three chairs face the ledge. The room is dominated 		
CF | by a large screen on the north wall. To the south is the door out into 		
CF | the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screen" 		
CF | The screen reads: Hello. My name is HOSEA; I am the data 		
CF | storage/retrieval device for the Babel Project. To retrieve data, 		
CF | simply ask me about a topic. 		
CF | 		
CF | > 		DavidW says, "Same as Records I but with more places to sit."
		Knight_Otu says, "I guess so."
Knight_Otu says (to ClubFloyd), "ask hosea about jabberwocky" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		DavidW says, "And Records II must be around here somewhere."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "s" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | North Hall 		
CF | This is the middle of a silent hall that continues to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | North End 		
CF | White light glares off steel and sanitary white tile at the end of 		
CF | this hall. To the west is a door with a small slot next to it, 		
CF | probably used for a card key of some kind. To the north is another 		
CF | door, with an odd object connected between the handle and the door 		
CF | frame. The northeast corner is filled with an imposing bulkhead 		
CF | covered with various bio-hazard labels. The hall continues to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x north door" 		
CF | The door is a plain metal hatch, slightly cold to the touch, and locked 		
CF | with an odd device. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x device" 		
CF | The device appears to be some sort of combination lock, covered with 		
CF | oddly shaped, off-color buttons. You have no idea how to unlock it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put id in slot" 		
CF | The door slides open and you remove the card. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Records II 		
CF | This small, high ceilinged room contains a c-shaped ledge that juts 		
CF | from the wall and is set with various data entry devices and covered 		
CF | with papers. Three chairs are set in front of the ledge for people 		
CF | working here. Set in the south wall, above the ledge, is a wide 		
CF | screen, and, directly beneath it, under the ledge, is a small safe. 		
CF | The only way out is a door to the east. 		
CF | 		
CF | > 		Knight_Otu says, "There it is."
		DavidW says, "oh. A safe."
Knight_Otu says (to ClubFloyd), "x safe" 		
CF | The small safe looks very sturdy and wears a red dial on its door, 		
CF | which is currently closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dial" 		
CF | The red dial can be turned to settings numbered from 1 to 100. It's 		
CF | currently set to 1. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set dial to 29" 		
CF | Okay, it's now turned to 29. The door pops open. Sitting on a glowing 		
CF | shelf in the safe is a metal key. 		
CF | 		
CF | > 		DavidW says, "Okay, there was the blotter number and the numbers in the bible."
		DavidW says, "oh. blotter number."
Knight_Otu says (to ClubFloyd), "x shelf" 		
CF | In the safe is a thin metal shelf that divides it into upper and lower 		
CF | sections. The shelf is faintly glowing blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF | The shock that pricks your fingers as you touch the shelf is slight, 		
CF | but sharp. Jonas and Alexis resolve into the room with you, and you 		
CF | sense immediately that this scene is the clearest of all the visions 		
CF | you've seen so far. As Jonas closes the safe and spins the dial, his 		
CF | eyes look directly at you for a moment. The grey spheres tremble with 		
CF | fear. But his voice is strong and authoritative as he turns back to 		
CF | Alexis. "There," he says. "I think I have everything ready; the doors 		
CF | are shut and the water's turned off. You go out to the courtyard now, 		
CF | the helicopter is ready. I'll send out one last message, turn off the 		
CF | power, and set the lock when I come out." 		
CF | 		
CF | "But what about--" 		
CF | 		
CF | "No, this is the only way. It's too late now, the damage has been 		
CF | done. We must escape--and I do not use that word lightly--and we must 		
CF | do it now. I wish I had had the foresight to stop this while I still 		
CF | could, but the danger now is too great. Our only option is to seal off 		
CF | the Babel project and do our best to forget it ever happened." Alexis 		
CF | makes no reply, only stands in the doorway, her eyes meeting Jonas' 		
CF | glare. Silence squeezes the room, until finally Jonas whispers, "There 		
CF | are two devils loose now. Blame me if you like, but GO!" His scream 		
CF | slaps Alexis and she runs out. The sound of sobbing follows her and 		
CF | the image fades. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | It's a regular key marked "RESIDENTIAL MASTER". 		
CF | 		
CF | > 		DavidW says, "Probably that was the most recent visioh"
		Knight_Otu says, "Well."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "e" 		
CF | North End 		
CF | White light glares off steel and sanitary white tile at the end of 		
CF | this hall. To the west is a door with a small slot next to it, 		
CF | probably used for a card key of some kind. To the north is another 		
CF | door, with an odd object connected between the handle and the door 		
CF | frame. The northeast corner is filled with an imposing bulkhead 		
CF | covered with various bio-hazard labels. The hall continues to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bulkhead" 		
CF | The bulkhead is made of heavy steel and covered with warning stickers. 		
CF | It is closed tight. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | North Hall 		
CF | This is the middle of a silent hall that continues to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Antechamber 		
CF | This is a small diamond shaped room that provides a transition from 		
CF | the sharp, metal cold of the hall to the residential quarters beyond. 		
CF | Southeast and down a step is the entry area of the station, northwest 		
CF | and up a step are the quarters for the station crew. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock north door with key" 		
CF | Unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | (Opening the north door) 		
CF | David's Room 		
CF | There is something off-center and deeply disturbing about this small 		
CF | space. While the dresser, bed, table and bookshelf that comprise the 		
CF | only furnishings of the room are normal enough (rather featureless in 		
CF | fact), certain details are amiss. The thick glass doors on the 		
CF | bookshelf are cracked and shattered in places, the sheets of the bed 		
CF | are in terrible disarray, and, easily most disturbing, a thin trail of 		
CF | blood leads across the carpet from the bathroom door to the east out 		
CF | the south door. You also notice the table glows with an unearthly 		
CF | light. 		
CF | 		
CF | > 		DavidW says, "So we should be able to unlock Alexis's door, David's door, and the northwest door."
		Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "touch table" 		
CF | You touch the surface and a "ghost" image of David appears sitting on 		
CF | the table, right next to your hand. Across the room, Jonas is pacing 		
CF | and talking, but the image quality is terrible and you can only just 		
CF | make out the conversation. 		
CF | 		
CF | "It should be clear," intones Jonas, "that our work here is of the most 		
CF | confidential nature. While we are working for their benefit, the 		
CF | general populace are a superstitious and ignorant lot, easily given 		
CF | over to panic. For these reasons, whatever discoveries we make here, 		
CF | if and when they are revealed to the masses, must be camouflaged in 		
CF | such a way as to give no hint that we created them. It was here that 		
CF | the cancer vaccine and the first viable organic fuel were formulated. 		
CF | Yet you will never hear our name mentioned. This is the most thankless 		
CF | of jobs, David, its only reward being the knowledge that our works are 		
CF | helping the world." Here he pauses and then continues with more force 		
CF | than is natural in his tone. "But the greatest prize working here 		
CF | comes from the work itself, from plunging headlong into the unbridled 		
CF | pursuit of truth, letting nothing stand in our way. You are brilliant, 		
CF | David; only the sharpest minds in the world have the ability to be one 		
CF | of the four here. But that's not all it takes. It takes an unselfish, 		
CF | even un-worldly dedication to the works of science. Perhaps this 		
CF | sounds harsh, but one working here would do well to consider his very 		
CF | life forfeit should it come to a choice between health and science." 		
CF | Jonas turns to face David, who sits, mesmerized by the speech. 		
CF | 		
CF | "I believe I understand," he whispers, his voice muffled by the static 		
CF | of the vision. He looks directly at Jonas, almost as one in a trance. 		
CF | "I will not disappoint you, sir. I came here for love of science, and 		
CF | I shall do whatever it may ask of me." Jonas smiles and nods, almost 		
CF | fatherly in his attitude toward the younger scientist. 		
CF | 		
CF | "As I'm sure it will come up," says Jonas after a brief pause, "there 		
CF | is one more issue to deal with. You should be made aware of the 		
CF | circumstances surrounding the death of your predecessor here, Dr. Brian 		
CF | Thorne. As you may have heard, the good doctor did die while working 		
CF | here, and his death was not of natural causes." Jonas slows here, 		
CF | judging his words carefully. "We work in miracles here, David, and 		
CF | occasionally a mind, no matter how brilliant, is too narrow to accept 		
CF | these wonders. Dr. Thorne was a conservative man in the realm of the 		
CF | fantastic, and his mind suffered. In the end, assuredly mad, he leapt 		
CF | from the top balcony of the specimen gallery to the floor below, and to 		
CF | his death." Jonas pauses here, the obligatory sign of respect. "And 		
CF | now that that skeleton is out of the closet as it were, I believe we've 		
CF | covered everything. If you would be so kind as to..." They continue 		
CF | the conversation, but it is enveloped by the increasing static, and 		
CF | eventually fades out altogether. 		
CF | 		
CF | > 		
		Knight_Otu says, "Hrm."
		Knight_Otu says, "We should probably note for Jacq that a warning label needs to be added to the transcript."
Knight_Otu says (to ClubFloyd), "l" 		
CF | David's Room 		
CF | There is something off-center and deeply disturbing about this small 		
CF | space. While the dresser, bed, table and bookshelf that comprise the 		
CF | only furnishings of the room are normal enough (rather featureless in 		
CF | fact), certain details are amiss. The thick glass doors on the 		
CF | bookshelf are cracked and shattered in places, the sheets of the bed 		
CF | are in terrible disarray, and, easily most disturbing, a thin trail of 		
CF | blood leads across the carpet from the bathroom door to the east out 		
CF | the south door. You also notice the table glows with an unearthly 		
CF | light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bed" 		
CF | The sheets of the bed, while clean, are totally in disorder, knotted 		
CF | and torn, making a lumpy pile in the center of the wrinkled mattress. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x table" 		
CF | The table top is completely bare, its surface tinted by a blue glow. 		
CF | 		
CF | > 		Karona exclaims, "Good thinking, Knight!"
Knight_Otu says (to ClubFloyd), "x dresser" 		
CF | The dresser is a simple item made of three, wide, white enameled 		
CF | drawers, its sides scratched revealing streaks of metal under the 		
CF | enamel. The drawers are closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | You slide open one of the drawers. There's nothing of importance in 		
CF | the dresser, only a few pieces of clothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get clothing" 		
CF | You see no reason to burden yourself with the clothing. 		
CF | 		
CF | > 		DavidW asks, "There's a blood trail, too, yes?"
		Knight_Otu says, "I will keep trying, for I see reason to burden."
		Knight_Otu says, "Yes."
Knight_Otu says (to ClubFloyd), "x bookshelf" 		
CF | The metal bookcase stands in a moat of tiny sparks of glass which 		
CF | presumably came from the cracked glass doors of the case. Behind the 		
CF | spiderwebs in the glass, the shelves stand bare and swept clean. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x trail" 		
CF | The line of blood, faint and thin, looks like a wound in the carpet. 		
CF | There's not much blood, and the injured person appears to have stopped 		
CF | bleeding about the time he or she got to the door to the round room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | You'll have to open the bathroom door first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open bathroom" 		
CF | You attempt to open the door, but find it stuck fast. Looking closer, 		
CF | you see that the door has been slammed shut so violently that it has 		
CF | become embedded in the dented steel of the door frame. You wonder at 		
CF | the inhuman strength that could have done this. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW asks, "Crowbar?"
		Knight_Otu says, "We haven't seen one yet I think."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | You'll have to open the south door first. 		
CF | 		
CF | > 		DavidW says, "no, but looks like a job for one."
Knight_Otu says (to ClubFloyd), "unlock south door with key" 		
CF | Unlocked. 		
CF | 		
CF | > 		Knight_Otu says, "That it does."
Knight_Otu says (to ClubFloyd), "s" 		
CF | (Opening the south door) 		
CF | Alexis' Room 		
CF | This appears to be a real "room," that is, it feels almost like 		
CF | home, despite its spare furnishings. The nondescript furniture--a 		
CF | metal desk, a bookcase, a dresser and a short bed--through the most 		
CF | subtle alterations, give the room a warm feeling. Everything from the 		
CF | fading smell of lilacs, to the small, glowing bud vase on the table, 		
CF | speak of an occupant determined to make a home in this sterile 		
CF | building. The bathroom door is to the west and a second door to the 		
CF | north leads out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x vase" 		
CF | The vase contains a handful of bright flowers, common to most people, 		
CF | but no doubt a treasure in this place. The crystal facets of the vase 		
CF | shimmer with blue, internal light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF | As your fingers touch the crystal, you hear the voices of David and 		
CF | Alexis behind you, but the sound fades in and out. You turn and see 		
CF | them lounging on the bed, the air of tension and discipline you've 		
CF | sensed in the other scenes completely absent here. 		
CF | 		
CF | "You know, I think Jonas would kill us if he found out I was here," 		
CF | says David, his grin slow and contented. 		
CF | 		
CF | "Look at us," laughs Alexis, "Acting like two frightened teenagers." 		
CF | 		
CF | "With the girl's father in the next room," finishes David, as he gently 		
CF | tickles Alexis. She giggles like a child, and her bright eyes seem to 		
CF | want to speak. Slowly though, you can see her realize that words would 		
CF | be out of place here. Closer now, they look at one another. The 		
CF | tickling hands embrace. A rose blooms in the arctic and the image, 		
CF | already vague and flickering, fades out entirely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flowers" 		
CF | The flowers, though starting to wilt, are still cheery and convey a 		
CF | sense of tenderness in their simple beauty. 		
CF | 		
CF | > 		Roger says, "It's sort of interesting how this essentially became a whole genre or sub-genre of games"
Knight_Otu says (to ClubFloyd), "x dresser" 		
CF | The dresser is a simple item made of three, wide, white enameled 		
CF | drawers, its sides scratched revealing streaks of metal under the 		
CF | enamel. The drawers are closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | You slide open one of the drawers. In the dresser are some clothes and 		
CF | a sketch book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get clothes" 		
CF | You see no reason to burden yourself with the clothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x book" 		
CF | Which book do you mean, the books, or the sketch book? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sketch" 		
CF | The pad is filled with sketches, all of them pleasant, though certainly 		
CF | made by an untrained artist. Flipping through the book, you see a 		
CF | large number of the drawings are of David. 		
CF | 		
CF | > 		Karona asks, "Oh? Which games owe their existence to this one?"
Knight_Otu says (to ClubFloyd), "l" 		
CF | Alexis' Room 		
CF | This appears to be a real "room," that is, it feels almost like 		
CF | home, despite its spare furnishings. The nondescript furniture--a 		
CF | metal desk, a bookcase, a dresser and a short bed--through the most 		
CF | subtle alterations, give the room a warm feeling. Everything from the 		
CF | fading smell of lilacs, to the small, glowing bud vase on the table, 		
CF | speak of an occupant determined to make a home in this sterile 		
CF | building. The bathroom door is to the west and a second door to the 		
CF | north leads out. 		
CF | The dresser seems to contain a sketch book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bookshelf" 		
CF | Made of unmarked metal, the bookshelf still adds a new dimension of 		
CF | decoration to this room, for its wide shelves, protected by locked 		
CF | glass panels, are filled with all manner of books. At least a hundred 		
CF | volumes are stacked haphazardly and double deep in the case, along with 		
CF | loose papers and notepads. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | The doors appear to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bed" 		
CF | Though you can't say exactly why, like the rest of the furnishings, 		
CF | even this simple bed seems to show a woman's influence. 		
CF | 		
CF | > 		
		
Knight_Otu says (to ClubFloyd), "x table" 		
CF | Like the dresser, the table is made of enameled metal. However, the 		
CF | bleak surface is almost magically transformed by the presence of few 		
CF | bright flowers in a small crystal vase on the tabletop. Upon close 		
CF | inspection, you see the vase glows with a faint blue light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in vase" 		
CF | The vase contains a handful of bright flowers, common to most people, 		
CF | but no doubt a treasure in this place. The crystal facets of the vase 		
CF | shimmer with blue, internal light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | (Opening the bathroom door) 		
CF | Bathroom 		
CF | The bathroom is as cold and functional as the rest of the station, 		
CF | its white angles deformed in the reflection of a shattered mirror above 		
CF | the sink. To the east is Alexis' room. 		
CF | 		
CF | > 		Knight_Otu says, "Again with the shattered mirror."
Knight_Otu says (to ClubFloyd), "x mirror" 		
CF | The glass is covered with cracks, making it impossible to see your 		
CF | reflection. Looking closely, you see dried blood on the edges of some 		
CF | of the cracks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Alexis' Room 		
CF | This appears to be a real "room," that is, it feels almost like 		
CF | home, despite its spare furnishings. The nondescript furniture--a 		
CF | metal desk, a bookcase, a dresser and a short bed--through the most 		
CF | subtle alterations, give the room a warm feeling. Everything from the 		
CF | fading smell of lilacs, to the small, glowing bud vase on the table, 		
CF | speak of an occupant determined to make a home in this sterile 		
CF | building. The bathroom door is to the west and a second door to the 		
CF | north leads out. 		
CF | The dresser seems to contain a sketch book. 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Low." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get sketch book" 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "(Are we on a timer?)"
Knight_Otu says (to ClubFloyd), "n" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock northwest with key" 		
CF | Unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | (Opening the northwest door) 		
CF | Dining Room 		
CF | This sizable octagonal chamber is the dining/meeting room of the 		
CF | residential section. In one corner, a counter (which is glowing oddly) 		
CF | and a few appliances and cabinets designate the kitchenette. The only 		
CF | other fixture in the room is a metal table with four chairs, which 		
CF | seems dwarfed and isolated in the middle of the floor. An arch in the 		
CF | southeast wall leads to the round room and another door by the 		
CF | kitchenette in the southwest wall leads to a storage area. 		
CF | You see a calendar here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x calendar" 		
CF | It's a plain calendar, with a wax pencil hanging from it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pencil" 		
CF | It's a plain calendar, with a wax pencil hanging from it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read it" 		
CF | It's a plain calendar, with a wax pencil hanging from it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF | Looking at the calendar, you are suddenly seized by an odd urge. You 		
CF | grab the pencil hanging from the binding and start making notes. 		
CF | Before realizing what you've done, you have marked the dates on which 		
CF | occurred all of the images you've seen (though how you know the dates 		
CF | baffles you). You make a mental note to continue recording the dates 		
CF | in this manner, thereby creating a chronology of what you've seen. 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x calendar" 		
CF | It's a plain calendar, with a wax pencil hanging from it. Written on 		
CF | the calendar you see the following notes: 		
CF | 		
CF | March 7, Entry, David arrives at Babel station. 		
CF | March 7, David's Room, Jonas explains station to David. 		
CF | March 20, Alexis' Room, David jokes with Alexis. 		
CF | March 30, East End, Brett, David and Alexis discuss fear. 		
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. 		
CF | April 25, Records II, Jonas and Alexis get ready to escape. 		
CF | 		
CF | > 		DavidW says, "that's clever"
		Knight_Otu says, "Interesting."
Knight_Otu says (to ClubFloyd), "l" 		
CF | Dining Room 		
CF | This sizable octagonal chamber is the dining/meeting room of the 		
CF | residential section. In one corner, a counter (which is glowing oddly) 		
CF | and a few appliances and cabinets designate the kitchenette. The only 		
CF | other fixture in the room is a metal table with four chairs, which 		
CF | seems dwarfed and isolated in the middle of the floor. An arch in the 		
CF | southeast wall leads to the round room and another door by the 		
CF | kitchenette in the southwest wall leads to a storage area. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x counter" 		
CF | The metal counter, now glowing with a strange light, separates a small 		
CF | area (the kitchenette) from the rest of the room. On the counter are a 		
CF | few appliances. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x appliances" 		
CF | Seeing the few appliances, you realize what a totally isolated, monkish 		
CF | life one would live here. Eating only the simplest rations, seeing 		
CF | only three faces besides your own, devoting your entire existence to 		
CF | science, here in this icy structure. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch counter" 		
CF | There is a brief flash of blue-white light, the sharp tingle you've 		
CF | grown accustomed to, and the image appears. Brett slumps in one of the 		
CF | kitchen chairs while Jonas, on his knees, examines his leg. The pant 		
CF | leg has been cut away, revealing a prosthetic limb in place of the 		
CF | doctor's left leg. The artificial appendage is damaged, steel pins 		
CF | sticking out from the knee. Jonas carefully begins to repair the leg 		
CF | using a set of disturbingly precise tools. Alexis paces over the room, 		
CF | rubbing her palms, not looking at the other two. 		
CF | 		
CF | "I couldn't believe it," Brett says, his eyes closed, in exhaustion 		
CF | more than pain. "He just slipped in behind me, grabbed the vial, threw 		
CF | it down, and ran. I made that toxin, I know what it can do..." 		
CF | 		
CF | "Obviously," states Jonas, his eyes never leaving his work, "the mental 		
CF | deterioration is much faster than we presumed. To attack with such 		
CF | deadly means, and unprovoked--" 		
CF | 		
CF | "Unprovoked?!" Alexis stops short, glaring at Jonas. "You refused to 		
CF | administer the anti-toxin. What further provocation does he need? If 		
CF | you hadn't--" 		
CF | 		
CF | "Oh, it's my fault is it? Really?" Jonas' sarcasm turns the air sour 		
CF | and he slowly stands to stare at Alexis, ignoring his patient. "Dr. 		
CF | Stevansen, you were in charge of seeing that the creature--" He pauses 		
CF | momentarily as Alexis gasps in indignation. "Yes, I believe creature 		
CF | would be the correct term at the moment. You were in charge of making 		
CF | sure it was confined." 		
CF | 		
CF | "And I did, against every natural impulse I had." 		
CF | 		
CF | "Then how did it get out?" The pause is expectant, hard. 		
CF | 		
CF | "It is possible that I did not check the lock when I brought him his 		
CF | last meal." Alexis' tone in this confession is flat, her face 		
CF | betraying nothing. 		
CF | 		
CF | Brett breaks the silence, sensing violence in the air. "There's no 		
CF | point wasting time arguing about that." Unable to stand with his 		
CF | damaged leg, he sits straighter in his chair, trying, unsuccessfully, 		
CF | to be commanding. "We don't know how secure the seal around the viral 		
CF | gallery is, so we've got to act quickly to nullify the Jabberwocky 		
CF | toxin, then locate whatever is out there--because it really isn't him 		
CF | anymore--and administer the anti-toxin as soon--" 		
CF | 		
CF | "We will do no such thing. I have orders to allow the test to run full 		
CF | cycle, and this incident will not stop that." Both Alexis and Brett 		
CF | stare at Jonas, shocked. Violently, Brett reaches up and grabs the 		
CF | older man's arm. 		
CF | 		
CF | "Listen, Jonas," he half whispers, pulling him down, "You're crazy. 		
CF | There is a fatal toxin in this building, and a homicidal... thing 		
CF | roaming the halls. We will all DIE if you insist on this insane 		
CF | course." 		
CF | 		
CF | "We will not die, you idiot," says Jonas, pushing Brett's hands away 		
CF | from him. "We are capable of dealing with this crisis, without 		
CF | breaching the integrity of the experiment. If you will listen now..." 		
CF | But it is obvious that Brett is not listening. Instead, staring at 		
CF | Jonas in something like horror, he is slowly staggering out of the 		
CF | room, having obvious difficulty with his still damaged leg, unable to 		
CF | fully stand. 		
CF | 		
CF | "God have mercy on you," he mumbles as he backs away, his tall frame 		
CF | now reduced to that of a shuffling hunchback. "God have mercy on your 		
CF | poor, twisted soul..." As he stumbles out the door, the image fades 		
CF | away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
Knight_Otu goes home. 		
		
CF | You have a gown (being worn), an ID card, a bible, a metal key, a 		
CF | sketch book, and a calendar. 		
CF | 		
CF | > 		
		
Knight_Otu has arrived. 		Knight_Otu says, "Sorry, had a disconnect."
		DavidW says, "so not just me today. :)"
		DavidW asks, "So where next?"
Knight_Otu says (to ClubFloyd), "x calendar" 		
CF | It's a plain calendar, with a wax pencil hanging from it. Written on 		
CF | the calendar you see the following notes: 		
CF | 		
CF | March 7, Entry, David arrives at Babel station. 		
CF | March 7, David's Room, Jonas explains station to David. 		
CF | March 20, Alexis' Room, David jokes with Alexis. 		
CF | March 30, East End, Brett, David and Alexis discuss fear. 		
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. 		
CF | April 24, Dining Room, Jonas insists on finishing the experiment. 		
CF | April 25, Records II, Jonas and Alexis get ready to escape. 		
CF | 		
CF | > 		Knight_Otu says, "Did a quick recap."
Knight_Otu says (to ClubFloyd), "l" 		
CF | Dining Room 		
CF | This sizable octagonal chamber is the dining/meeting room of the 		
CF | residential section. In one corner, a counter (which is glowing oddly) 		
CF | and a few appliances and cabinets designate the kitchenette. The only 		
CF | other fixture in the room is a metal table with four chairs, which 		
CF | seems dwarfed and isolated in the middle of the floor. An arch in the 		
CF | southeast wall leads to the round room and another door by the 		
CF | kitchenette in the southwest wall leads to a storage area. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinets" 		
CF | Two plain metal cabinets are under the counter. 		
CF | 		
CF | > 		DavidW asks, "You haven't done the storage area yet?"
Knight_Otu says (to ClubFloyd), "open them" 		
CF | cabinets: The cabinets are open, and contain a few cups, plates and 		
CF | utensils. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "x table" 		
CF | It's a square metal table, with a chair set on each side. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF | Residential Storage 		
CF | The storage area is a tiny rectangle, illuminated by one flickering 		
CF | panel light. A filter in the ceiling blows in chilly, damp air, which 		
CF | forms a slimy layer on your bare skin. Rudimentary metal shelves, some 		
CF | showing signs of rust, line the walls, covered with canned goods and 		
CF | sealed containers of food. Nothing perishable, and certainly nothing 		
CF | exceptional. In the northeast corner is the door, opposite which is a 		
CF | pegboard for hanging tools. The board is glowing faint blue. You also 		
CF | note one segment of shelves has collapsed, its contents lying on the 		
CF | floor. 		
CF | The pegboard seems to contain a screwdriver. 		
CF | 		
CF | > 		DavidW says, "no crowbar"
Knight_Otu says (to ClubFloyd), "x screwdriver" 		
CF | This is a common flathead screwdriver. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x filter" 		
CF | In the ceiling of the room is a small vent which blows very cold air 		
CF | into the pantry. You assume it was meant to keep the room cool to 		
CF | preserve the freshness of the food, but something apparently went 		
CF | wrong, because the air from the vent, while cold, is also very damp, 		
CF | and has caused some of the shelves to rust. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF | Which shelves do you mean, the pantry shelves, or the broken shelves? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "broken" 		
CF | The bolts connecting the corner of these shelves to the supporting bar 		
CF | seem to have rusted through, causing the shelves to fall. The six foot 		
CF | support bar lies on the floor along with the rest of the contents of 		
CF | the broken shelves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bar" 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "oh. support bar. gotcha, boss"
Knight_Otu says (to ClubFloyd), "x it" 		
CF | A sturdy metal pole, about six feet long. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x contents" 		
CF | Which contents do you mean, the neatly arranged containers, or the 		
CF | spilled containers? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "spilled" 		
CF | The cans and boxes piled up in the corner seem undamaged, despite the 		
CF | collapsed shelf on top of them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x neatly" 		
CF | The cans are simple, government issue rations, neatly arranged on the 		
CF | shelves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pegboard" 		
CF | At the back of the room is a small pegboard, painted with outlines for 		
CF | tools. However, the outlines are empty, all the tools gone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF | The pegboard shimmers at your touch, tools appear, neatly hanging in 		
CF | their outlines. You hear a soft clatter behind you and turn to see 		
CF | Alexis carefully stacking cans from a cardboard box onto the shelves. 		
CF | She fades in and out every time she places a can, the image quality is 		
CF | horrible. David enters quietly, looking around him in vague awe. 		
CF | 		
CF | "Hello David," Alexis says, setting down the box of cans and smiling. 		
CF | "Brett give you the full tour?" 		
CF | 		
CF | "Oh, yes," says David, clearly still stunned. "I have never in my life 		
CF | imagined some of the things you're doing here. It's amazing." He 		
CF | pauses, then continues, becoming more and more excited. "I have always 		
CF | dreamed of being able to work purely with science, no guidelines or 		
CF | strictures blocking the way. I can finally do that here, be able to 		
CF | work to my full potential. Alexis, I'm so excited." 		
CF | 		
CF | "Obviously," she replies, laughing. "It's not always that amazing 		
CF | though, we have as much of the mundane here as the fantastic." 		
CF | Ruefully, she points to the air vent. "That, for example. Here we 		
CF | are, four of the most brilliant scientists on the planet, but we still 		
CF | can't seem to stop the air filter from getting wet and rusting the 		
CF | shelves and then spoiling the food." She smiles wryly, and goes back 		
CF | to stacking cans. David hesitates for a moment, then grabs a can and 		
CF | starts working along side of her. 		
CF | 		
CF | "I think I'm going to like it here Alexis." 		
CF | 		
CF | "Well... I'm glad you came." 		
CF | 		
CF | The image fades out, leaving harsh static in your ears, which slowly 		
CF | disappears as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x calendar" 		
CF | It's a plain calendar, with a wax pencil hanging from it. Written on 		
CF | the calendar you see the following notes: 		
CF | 		
CF | March 7, Entry, David arrives at Babel station. 		
CF | March 7, David's Room, Jonas explains station to David. 		
CF | March 7, Residential Storage, David and Alexis talk about station. 		
CF | March 20, Alexis' Room, David jokes with Alexis. 		
CF | March 30, East End, Brett, David and Alexis discuss fear. 		
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. 		
CF | April 24, Dining Room, Jonas insists on finishing the experiment. 		
CF | April 25, Records II, Jonas and Alexis get ready to escape. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Residential Storage 		
CF | The storage area is a tiny rectangle, illuminated by one flickering 		
CF | panel light. A filter in the ceiling blows in chilly, damp air, which 		
CF | forms a slimy layer on your bare skin. Rudimentary metal shelves, some 		
CF | showing signs of rust, line the walls, covered with canned goods and 		
CF | sealed containers of food. Nothing perishable, and certainly nothing 		
CF | exceptional. In the northeast corner is the door, opposite which is a 		
CF | pegboard for hanging tools. The board is glowing faint blue. You also 		
CF | note one segment of shelves has collapsed, its contents lying on the 		
CF | floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF | Dining Room 		
CF | This sizable octagonal chamber is the dining/meeting room of the 		
CF | residential section. In one corner, a counter (which is glowing oddly) 		
CF | and a few appliances and cabinets designate the kitchenette. The only 		
CF | other fixture in the room is a metal table with four chairs, which 		
CF | seems dwarfed and isolated in the middle of the floor. An arch in the 		
CF | southeast wall leads to the round room and another door by the 		
CF | kitchenette in the southwest wall leads to a storage area. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | David's Room 		
CF | There is something off-center and deeply disturbing about this small 		
CF | space. While the dresser, bed, table and bookshelf that comprise the 		
CF | only furnishings of the room are normal enough (rather featureless in 		
CF | fact), certain details are amiss. The thick glass doors on the 		
CF | bookshelf are cracked and shattered in places, the sheets of the bed 		
CF | are in terrible disarray, and, easily most disturbing, a thin trail of 		
CF | blood leads across the carpet from the bathroom door to the east out 		
CF | the south door. You also notice the table glows with an unearthly 		
CF | light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pry bathroom door with bar" 		
CF | I don't know how to open the bathroom door. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
Knight_Otu says (to ClubFloyd), "x bar" 		
CF | A sturdy metal pole, about six feet long. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit bathroom with bar" 		
CF | Attacking the bathroom door doesn't appear productive. 		
CF | 		
CF | > 		
You say (to ClubFloyd), "open bathroom door" 		
CF | You attempt to open the door, but find it stuck fast. Looking closer, 		
CF | you see that the door has been slammed shut so violently that it has 		
CF | become embedded in the dented steel of the door frame. You wonder at 		
CF | the inhuman strength that could have done this. 		
CF | 		
CF | > 		
You say (to ClubFloyd), "put bar in frame" 		
CF | I don't see any frame here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x frame" 		
CF | I don't see any frame here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lever door" 		
CF | There's no verb in that sentence! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pry door" 		
CF | You attempt to open the door, but find it stuck fast. Looking closer, 		
CF | you see that the door has been slammed shut so violently that it has 		
CF | become embedded in the dented steel of the door frame. You wonder at 		
CF | the inhuman strength that could have done this. 		
CF | 		
CF | > 		DavidW says, "hm. okay. I remember now that the door is opened later in the game. Not with a crowbar."
		Knight_Otu says, "Okay, good to know."
		Knight_Otu says, "Leaves the bulkheads I guess."
		Knight_Otu says, "And the door at the north end of the complex."
		DavidW says, "I'm thinking you need to either do something about the power situation, the bulkhead with the beacon, or the really cold bulkhead at the south end of the main hall."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Antechamber 		
CF | This is a small diamond shaped room that provides a transition from 		
CF | the sharp, metal cold of the hall to the residential quarters beyond. 		
CF | Southeast and down a step is the entry area of the station, northwest 		
CF | and up a step are the quarters for the station crew. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bulkhead" 		
CF | This bulkhead is the largest and most secure door you've seen yet, with 		
CF | several thick steel bars locking it in place. The door frame seems lit 		
CF | by an unreal blue light. In the center of the door is a keypad. 		
CF | 		
CF | > 		DavidW says, "Maybe ask Hosea about power? Not sure if that helps or not."
Knight_Otu says (to ClubFloyd), "e" 		
CF | Records I 		
CF | The only furnishings of this tall, bright room are a steel ledge 		
CF | which runs around the room at waist height and apparently serves as a 		
CF | work space, three chairs that slide along a circular track in front of 		
CF | the ledge, and a large, friendly looking screen in the north wall. Set 		
CF | into the ledge are a number of keyboards and simple printing machines. 		
CF | The only exit is a steel door to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about power" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about communications" 		
CF | I don't know the word "communications". 		
CF | 		
CF | > 		DavidW asks, "What were the Babel numbers? 11:8?"
Knight_Otu says (to ClubFloyd), "find babel in bible" 		
CF | Here it is, Genesis, 11:4. Babel was a huge tower built to reach the 		
CF | very heavens. When God saw this, and the power of those building it, 		
CF | he was angered and destroyed the tower and its makers. Strangely, the 		
CF | chapter and verse numbers have been circled. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x keypad" 		
CF | In the middle of the door is a small device radiating steel beams which 		
CF | seal the bulkhead. On the device is an LCD display and a miniature 		
CF | alpha-numeric keypad (complete with the usual punctuation marks). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type 114 on keypad" 		
CF | You should say what you want to type in double quotes, for example, 		
CF | TYPE "HELLO" ON KEYBOARD. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type "114" on keypad" 		
CF | The figures flash on the small screen and you hear a hiss as the 		
CF | hydraulic lock of the door unseals. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | The door is shut and bolted fast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open bulkhead" 		
CF | You push the door open and reel from a blast of frigid air in your 		
CF | face. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Entry Steps 		
CF | You're standing at the base of a steeply angled stairwell which 		
CF | leads up to the west towards a square of grey light. Cold, white air 		
CF | seems to be sucked through the passage from that opening to the station 		
CF | entrance to the east, searing your face as it rushes past. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Outside the Station 		
CF | The arctic, just past dawn, is more of a study in geometry than a 		
CF | landscape. The horizon is a white line between planes of grey, 		
CF | stretching out, undisturbed forever, brushed clean by the screeching 		
CF | wind. You see a few bumps and ridges in the tundra a short distance 		
CF | away, deformations made by the station hiding under the frost, but the 		
CF | only real alteration in the horizon is a square bulk far off to the 		
CF | north. Anchoring you in this vast space is a small structure a few 		
CF | steps to the east, a metal arch covering the stairs down into the 		
CF | station. Just to the southeast is also a small shed. However, this 		
CF | stark imagery is all but lost to you, nearly blinded as you are by the 		
CF | cold. It attacks in many ways; lancing at your eyes with the wind, 		
CF | seeping slowly into your skin to gnaw your bones, setting blue fire to 		
CF | you ears and face with the beginnings of frostbite. The cold is 		
CF | everywhere, and it wants you dead. 		
CF | 		
CF | > 		Knight_Otu exclaims, "See game, that's why I wanted clothing!"
		DavidW says, "So act fast!"
Knight_Otu says (to ClubFloyd), "e" 		
CF | Entry Steps 		
CF | You're standing at the base of a steeply angled stairwell which 		
CF | leads up to the west towards a square of grey light. Cold, white air 		
CF | seems to be sucked through the passage from that opening to the station 		
CF | entrance to the east, searing your face as it rushes past. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		DavidW says, "There is no helpful parka. You just need to dash to where to need to get to."
		Knight_Otu says, "Sure, sure."
		Knight_Otu says, "Shed southeast, something far (likely too far) north."
		DavidW says, "yeah, aim for shed."
Knight_Otu says (to ClubFloyd), "w" 		
CF | Entry Steps 		
CF | You're standing at the base of a steeply angled stairwell which 		
CF | leads up to the west towards a square of grey light. Cold, white air 		
CF | seems to be sucked through the passage from that opening to the station 		
CF | entrance to the east, searing your face as it rushes past. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Outside the Station 		
CF | The arctic, just past dawn, is more of a study in geometry than a 		
CF | landscape. The horizon is a white line between planes of grey, 		
CF | stretching out, undisturbed forever, brushed clean by the screeching 		
CF | wind. You see a few bumps and ridges in the tundra a short distance 		
CF | away, deformations made by the station hiding under the frost, but the 		
CF | only real alteration in the horizon is a square bulk far off to the 		
CF | north. Anchoring you in this vast space is a small structure a few 		
CF | steps to the east, a metal arch covering the stairs down into the 		
CF | station. Just to the southeast is also a small shed. However, this 		
CF | stark imagery is all but lost to you, nearly blinded as you are by the 		
CF | cold. It attacks in many ways; lancing at your eyes with the wind, 		
CF | seeping slowly into your skin to gnaw your bones, setting blue fire to 		
CF | you ears and face with the beginnings of frostbite. The cold is 		
CF | everywhere, and it wants you dead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Shed 		
CF | You are standing, huddled into yourself against the cold, in a tiny 		
CF | metal shed, the wind shaking the thin metal walls and pushing in around 		
CF | you from the exit to the northwest. Around you are various machine 		
CF | parts, oil cans, and the like. The walls might as well not be there, 		
CF | for all the protection they give from the attack of wind and fiery 		
CF | cold. The only piece of equipment in here that seems to have any 		
CF | practical value is a large battery sitting under a shelf. The shelf it 		
CF | is under glows a faint, tell-tale blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get battery" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch shelf" 		
CF | The air itself seems to snap as you touch the shelf. Brett stands next 		
CF | to you, returning a gas can, his face white with fear and red with 		
CF | cold. He turns to the door, crosses himself twice, and hobbles out. 		
CF | You see his left leg, an artificial limb, is horribly mangled, causing 		
CF | him to walk half stooping, dragging his leg behind as he exits. You 		
CF | hear a helicopter start up and take off, then the image is gone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Outside the Station 		
CF | The arctic, just past dawn, is more of a study in geometry than a 		
CF | landscape. The horizon is a white line between planes of grey, 		
CF | stretching out, undisturbed forever, brushed clean by the screeching 		
CF | wind. You see a few bumps and ridges in the tundra a short distance 		
CF | away, deformations made by the station hiding under the frost, but the 		
CF | only real alteration in the horizon is a square bulk far off to the 		
CF | north. Anchoring you in this vast space is a small structure a few 		
CF | steps to the east, a metal arch covering the stairs down into the 		
CF | station. Just to the southeast is also a small shed. However, this 		
CF | stark imagery is all but lost to you, nearly blinded as you are by the 		
CF | cold. It attacks in many ways; lancing at your eyes with the wind, 		
CF | seeping slowly into your skin to gnaw your bones, setting blue fire to 		
CF | you ears and face with the beginnings of frostbite. The cold is 		
CF | everywhere, and it wants you dead. 		
CF | 		
CF | You rub your arms, trying to keep the blood flowing in them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Entry Steps 		
CF | You're standing at the base of a steeply angled stairwell which 		
CF | leads up to the west towards a square of grey light. Cold, white air 		
CF | seems to be sucked through the passage from that opening to the station 		
CF | entrance to the east, searing your face as it rushes past. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close bulkhead" 		
CF | You pull the heavy door back in place, barring the wind out. 		
CF | 		
CF | > 		Knight_Otu says, "Might not be necessary, butwho knows."
Knight_Otu says (to ClubFloyd), "x battery" 		
CF | It's a large battery, about the same shape, though slightly smaller, 		
CF | than a car battery. One corner has been dented, causing a visible slit 		
CF | to open along the top edge of the battery. On the side of the battery 		
CF | is a sticker that reads: "Warning: Contents highly corrosive." 		
CF | 		
CF | > 		Knight_Otu says, "I'm not sure that I remember a handy battery compartment."
Knight_Otu says (to ClubFloyd), "n" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Communications Room 		
CF | You are in some sort of communications center. Tall machines, 		
CF | barnacled with speakers and keyboards, crowd the tight space. The 		
CF | largest machine in the room stands directly in front of you and bears a 		
CF | screen covered in flashing figures. On the west wall, next to the 		
CF | door, the power box hangs open. 		
CF | 		
CF | > 		DavidW says, "So basically a SPAM tin of acid, is what I visualized."
Knight_Otu says (to ClubFloyd), "x machine" 		
CF | This appears to be the main communications terminal, covered with 		
CF | buttons and keyboards, and surmounted by a large screen. Attached to 		
CF | the terminal is a swivel chair for the user. Bright green letters 		
CF | blink at you from the screen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screen" 		
CF | The screen reads: last message out: PROBLEMS REACHED CRITICAL 		
CF | LEVEL--COMPLETE EVACUATION ARRANGED--DO NOT ATTEMPT FURTHER CONTACT IN 		
CF | ANY MANNER--RESEARCH MUST BE CONSIDERED DESTROYED--TELERUS PROJECT 		
CF | FAILED--PROJECT 'BABEL' FAILED--OUT. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinet" 		
CF | Attached to the wall is a plain metal cabinet, its door hanging open. 		
CF | There's a large plastic switch in the cabinet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x machines" 		
CF | The room is crowded with machines, some fairly simple looking, others 		
CF | almost frighteningly complex. Your attention is drawn to a large 		
CF | terminal with an oversized screen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x terminal" 		
CF | This appears to be the main communications terminal, covered with 		
CF | buttons and keyboards, and surmounted by a large screen. Attached to 		
CF | the terminal is a swivel chair for the user. Bright green letters 		
CF | blink at you from the screen. 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Low." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sit in chair" 		
CF | Okay, you're now sitting on the swivel chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x terminal" 		
CF | This appears to be the main communications terminal, covered with 		
CF | buttons and keyboards, and surmounted by a large screen. Attached to 		
CF | the terminal is a swivel chair for the user. Bright green letters 		
CF | blink at you from the screen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screen" 		
CF | The screen reads: last message out: PROBLEMS REACHED CRITICAL 		
CF | LEVEL--COMPLETE EVACUATION ARRANGED--DO NOT ATTEMPT FURTHER CONTACT IN 		
CF | ANY MANNER--RESEARCH MUST BE CONSIDERED DESTROYED--TELERUS PROJECT 		
CF | FAILED--PROJECT 'BABEL' FAILED--OUT. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF | Okay, you're no longer in the swivel chair. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "w" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		DavidW says, "I think the beacon-y bulkhead must be tended to next."
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bulkhead" 		
CF | The steel bulkhead, about six feet square, is covered with large 		
CF | warning labels, and is illuminated both by a garish red beacon and by a 		
CF | weird glow of its own. There's also a panel in the bottom corner of 		
CF | the bulkhead which seems loose. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x panel" 		
CF | Near the bottom of the bulkhead's frame you see a metal panel that's 		
CF | slightly out of line and looks to be loose. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | You can't do that bare-handed. 		
CF | 		
CF | > 		DavidW says, "ah, that wasn't visible in the dark."
Knight_Otu says (to ClubFloyd), "pry panel with bar" 		DavidW asks, "screwdriver?"
CF | I don't know how to open anything with the metal pole. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open panel with screwdriver" 		
CF | The panel pops off. In the space it covered is a lever marked "MANUAL 		
CF | OVERRIDE". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lever" 		
CF | The lever is labeled "MANUAL OVERRIDE". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf2" 		
CF | File to save game in > 		
CF | Saved. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF | The beacon flashes angrily and a flat electronic voice tells you that 		
CF | the emergency locking system is on and can not be overridden. 		
CF | 		
CF | > 		DavidW says, "okay, I remember this puzzle now."
		Knight_Otu says, "I mean, the beacon has a point."
Knight_Otu says (to ClubFloyd), "x beacon" 		
CF | The whirling red light seems to be a fairly obvious warning regarding 		
CF | whatever is behind this door. 		
CF | 		
CF | > 		DavidW says, "You have all the tools and knowledge to solve it."
Knight_Otu says (to ClubFloyd), "x bulkhead" 		
CF | The steel bulkhead is covered with various warning labels, and is 		
CF | illuminated both by a garish red beacon and by a weird glow of its own. 		
CF | There's also a panel in the bottom corner of the bulkhead which has 		
CF | come off, revealing a lever. The door is securely closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn), an ID card, a bible, a metal key, a 		
CF | sketch book, a calendar, a screwdriver, a metal pole, and a battery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x calendar" 		
CF | It's a plain calendar, with a wax pencil hanging from it. Written on 		
CF | the calendar you see the following notes: 		
CF | 		
CF | March 7, Entry, David arrives at Babel station. 		
CF | March 7, David's Room, Jonas explains station to David. 		
CF | March 7, Residential Storage, David and Alexis talk about station. 		
CF | March 20, Alexis' Room, David jokes with Alexis. 		
CF | March 30, East End, Brett, David and Alexis discuss fear. 		
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. 		
CF | April 24, Dining Room, Jonas insists on finishing the experiment. 		
CF | April 25, Shed, Brett escapes. 		
CF | April 25, Records II, Jonas and Alexis get ready to escape. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch bulkhead" 		
CF | You experience a mildly painful shock as you touch the door frame. 		
CF | Almost instantly, you hear voices around you, and a group of three 		
CF | people--Brett, David, and Alexis--appears, in mid-conversation. They 		
CF | stare right through you at the bulkhead, which is wide open, letting a 		
CF | wash of light into the hall. You notice that this whole scene 		
CF | flickers, though not as badly as the image in the entry area. 		
CF | 		
CF | "But surely you appreciate the necessity of certain boundaries," says 		
CF | Brett, peering at David. "For our own protection, there must be limits 		
CF | on man's knowledge." 		
CF | 		
CF | "I don't see why," answers David, almost indignant. "Scientific truth 		
CF | is absolute; it needs no explanations or qualifiers, nor does it need 		
CF | boundaries." 		
CF | 		
CF | "Because of all the good things we have done here, I have kept silent," 		
CF | continues Brett, his tone persistent despite its softness, "but in that 		
CF | gallery are the very demons of the Pit. We have, in pursuing your 		
CF | 'absolute truth,' created a pestilence." 		
CF | 		
CF | "Now listen to me..." says David, suddenly becoming ominous and 		
CF | threatening. Alexis puts her hand on his arm, restraining him with 		
CF | gentle pressure. 		
CF | 		
CF | "Please, David," she says, quietly forcing him to calm. "We've got to 		
CF | appreciate Brett's beliefs, he has some genuine concerns." David nods 		
CF | reluctantly, and she turns to address Brett. "But, it is our duty to 		
CF | face those dangers Brett. We must take the good with the bad. For 		
CF | every toxin we've made, we've found a cure for something else. For 		
CF | every dangerous creature we've grown, we've given given the medical 		
CF | world another revolutionary treatment. There's a balance. We are 		
CF | scientists because we are responsible enough to deal with that power." 		
CF | 		
CF | Brett starts to say something, then stops, and slowly casts his eyes 		
CF | down. "Of course, you are right," he says, sullenly shaking his head. 		
CF | "I do not wish to quarrel. It is the Lord's job, not mine, to 		
CF | enlighten. Occasionally I simply get carried away. Forgive my 		
CF | outburst." He looks up, gazing at the two doctors as if a huge canyon 		
CF | stood between himself and them. Slowly, the picture fades away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Records III 		
CF | High white walls enclose this space. Around the room is a metal 		
CF | ledge, conveniently set with scanning, typing, and printing equipment 		
CF | for entering data. Three chairs face the ledge. The room is dominated 		
CF | by a large screen on the north wall. To the south is the door out into 		
CF | the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about telerus" 		
CF | The screen reads: Telerus: Toxicology 4885. Symbiotic toxin that 		
CF | increases the body's electric receivers and deciphers, thereby 		
CF | enhancing latent tellurgic abilities. Within days after infection with 		
CF | the toxin, a human can see and hear short, emotionally charged episodes 		
CF | that occurred in the past by touching an object nearby that has been 		
CF | "imprinted" with the scene. Still in highly experimental stages. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about gallery" 		
CF | The screen reads: Gallery: The Babel Station contains an extensive 		
CF | atrium gallery of cages, for the keeping of study specimens. The 		
CF | amount of light entering the gallery from the dome over it can be 		
CF | adjusted by aligning large polarizing filters, controlled near the 		
CF | door. A second gallery, containing toxins and viruses, is located 		
CF | nearby. 		
CF | 		
CF | > 		Roger asks, "I might guess we need to turn the power back off?"
		Knight_Otu says, "Maybe."
		DavidW smiles at Roger.
Knight_Otu says (to ClubFloyd), "s" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Communications Room 		
CF | You are in some sort of communications center. Tall machines, 		
CF | barnacled with speakers and keyboards, crowd the tight space. The 		
CF | largest machine in the room stands directly in front of you and bears a 		
CF | screen covered in flashing figures. On the west wall, next to the 		
CF | door, the power box hangs open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF | You flip the switch off and darkness engulfs you. The machines in the 		
CF | room make almost animal whimpers as power drains from them. A monotone 		
CF | voice proclaims, "Station now on auxiliary power only. All station 		
CF | functions except sectional doorway mechanisms disabled," then clicks 		
CF | itself into silence. 		
CF | 		
CF | Around you, you can sense the shapes of hulking masses: some harshly 		
CF | angled, some weirdly curved, all faintly outlined by the half-light 		
CF | from the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | South Hall 		
CF | At this point in the long hall, the drab metal walls are interrupted 		
CF | by an opening on the east side of the passage. You can see light far 		
CF | back to the north, but only icy darkness to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Grey light drips in from an octagonal skylight in the ceiling of 		
CF | this room, making the room look as cold as it feels. To the north, 		
CF | east, and south, doorways lead into unlit halls. The metal door frame 		
CF | of the east hall glows faintly with an eerie blue light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | The darkness in this hall seems to amplify the odd echoes of your 		
CF | feet on the tile. The only light comes from down the hall to the west; 		
CF | to the east it is darker still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | In almost absolute darkness, you can just see the outlines of a door 		
CF | on the north wall and what appears to be a bulkhead to the east. 		
CF | Oddly, a faint glow is coming from the bulkhead. To the west there 		
CF | seems to be more light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF | You move the lever and the bulkhead slides up into the ceiling. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Gallery Junction 		
CF | You are practically blind in this room, the only illumination being 		
CF | a shifting blue glow on what appears to be a door to the south. You 		
CF | sense the room is small, with the bulkhead to the west and another 		
CF | opening to the north, but you can't make out anything else. 		
CF | 		
CF | > 		DavidW says, "Now you might want power again."
		Knight_Otu says, "Probably. It is good to see we weren't outright slaughtered hre though."
Knight_Otu says (to ClubFloyd), "w" 		
CF | East End 		
CF | In almost absolute darkness, you can just see the outlines of a door 		
CF | on the north wall and what appears to be a bulkhead to the east. 		
CF | Oddly, a faint glow is coming from the bulkhead. To the west there 		
CF | seems to be more light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | The darkness in this hall seems to amplify the odd echoes of your 		
CF | feet on the tile. The only light comes from down the hall to the west; 		
CF | to the east it is darker still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Grey light drips in from an octagonal skylight in the ceiling of 		
CF | this room, making the room look as cold as it feels. To the north, 		
CF | east, and south, doorways lead into unlit halls. The metal door frame 		
CF | of the east hall glows faintly with an eerie blue light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | At this point in the long hall, the drab metal walls are interrupted 		
CF | by an opening on the east side of the passage. You can see light far 		
CF | back to the north, but only icy darkness to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Communications Room 		
CF | Around you, you can sense the shapes of hulking masses: some 		
CF | harshly angled, some weirdly curved, all faintly outlined by the 		
CF | half-light from the hall. You can make out the shape of the power box 		
CF | on the west wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF | You flip the switch and are nearly knocked back, your eyes dazzled, as 		
CF | fluorescent light floods the room. All through the station you hear 		
CF | humming and pulsing as machines come to life. In a moment the noises 		
CF | fade and your eyes adjust. An electronic voice echoes through the 		
CF | room. "Returned to main power supply from auxiliary power supply. All 		
CF | station functions returning to normal." There's a short pause, a 		
CF | click, and then the voice says, "Warning: Safety breach at Gallery 		
CF | Junction entrance. Security systems now closing and sealing door." 		
CF | Some distance away in the station, you hear a dull thud. 		
CF | 		
CF | You are in some sort of communications center. Tall machines, 		
CF | barnacled with speakers and keyboards, crowd the tight space. The 		
CF | largest machine in the room stands directly in front of you and bears a 		
CF | screen covered in flashing figures. On the west wall, next to the door, 		
CF | the power box hangs open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | The bulkhead is shut. 		
CF | 		
CF | > 		Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Communications Room 		
CF | You are in some sort of communications center. Tall machines, 		
CF | barnacled with speakers and keyboards, crowd the tight space. The 		
CF | largest machine in the room stands directly in front of you and bears a 		
CF | screen covered in flashing figures. On the west wall, next to the 		
CF | door, the power box hangs open. 		
CF | 		
CF | > 		DavidW says, "Yes, there's one more part to this puzzle."
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF | You flip the switch off and darkness engulfs you. The machines in the 		
CF | room make almost animal whimpers as power drains from them. A monotone 		
CF | voice proclaims, "Station now on auxiliary power only. All station 		
CF | functions except sectional doorway mechanisms disabled," then clicks 		
CF | itself into silence. 		
CF | 		
CF | Around you, you can sense the shapes of hulking masses: some harshly 		
CF | angled, some weirdly curved, all faintly outlined by the half-light 		
CF | from the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | South Hall 		
CF | At this point in the long hall, the drab metal walls are interrupted 		
CF | by an opening on the east side of the passage. You can see light far 		
CF | back to the north, but only icy darkness to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Grey light drips in from an octagonal skylight in the ceiling of 		
CF | this room, making the room look as cold as it feels. To the north, 		
CF | east, and south, doorways lead into unlit halls. The metal door frame 		
CF | of the east hall glows faintly with an eerie blue light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | The darkness in this hall seems to amplify the odd echoes of your 		
CF | feet on the tile. The only light comes from down the hall to the west; 		
CF | to the east it is darker still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | In almost absolute darkness, you can just see the outlines of a door 		
CF | on the north wall and what appears to be a bulkhead to the east. 		
CF | Oddly, a faint glow is coming from the bulkhead. To the west there 		
CF | seems to be more light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF | You move the lever and the bulkhead slides up into the ceiling. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put bar in bulkhead" 		
CF | You wedge the bar into the groove on the left side of the bulkhead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | The darkness in this hall seems to amplify the odd echoes of your 		
CF | feet on the tile. The only light comes from down the hall to the west; 		
CF | to the east it is darker still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Grey light drips in from an octagonal skylight in the ceiling of 		
CF | this room, making the room look as cold as it feels. To the north, 		
CF | east, and south, doorways lead into unlit halls. The metal door frame 		
CF | of the east hall glows faintly with an eerie blue light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | At this point in the long hall, the drab metal walls are interrupted 		
CF | by an opening on the east side of the passage. You can see light far 		
CF | back to the north, but only icy darkness to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Communications Room 		
CF | Around you, you can sense the shapes of hulking masses: some 		
CF | harshly angled, some weirdly curved, all faintly outlined by the 		
CF | half-light from the hall. You can make out the shape of the power box 		
CF | on the west wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF | You flip the switch and are nearly knocked back, your eyes dazzled, as 		
CF | fluorescent light floods the room. All through the station you hear 		
CF | humming and pulsing as machines come to life. In a moment the noises 		
CF | fade and your eyes adjust. An electronic voice echoes through the 		
CF | room. "Returned to main power supply from auxiliary power supply. All 		
CF | station functions returning to normal." There's a short pause, a 		
CF | click, and then the voice says, "Warning: Safety breach at Gallery 		
CF | Junction entrance. Security systems now closing and sealing door." 		
CF | Some distance away in the station, you hear an odd noise, then the 		
CF | metal voice says, "Warning: Safety breach at Gallery Junction 		
CF | entrance. Security systems unable to close door." 		
CF | 		
CF | You are in some sort of communications center. Tall machines, 		
CF | barnacled with speakers and keyboards, crowd the tight space. The 		
CF | largest machine in the room stands directly in front of you and bears a 		
CF | screen covered in flashing figures. On the west wall, next to the door, 		
CF | the power box hangs open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x south door" 		
CF | The glass door on the south wall of the room is lit with conflicting 		
CF | lights. The words "WARNING: TOXIN BREAKOUT" are projected in flashing 		
CF | red on the door from within, while at the same time the whole door 		
CF | shines with an internal blue light. Next to the door is a card slot. 		
CF | Through the door you can see a small, dim room. The door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF | You touch the door and misty reflections form in the glass. Brett 		
CF | stands in the junction, while Jonas looks thoughtfully through the 		
CF | south door. 		
CF | 		
CF | "Jonas, you've got to accept the data. The Telerus is essentially 		
CF | worthless," says Brett, in the manner of one who has been repeating 		
CF | himself for a long time. 		
CF | 		
CF | Jonas slowly turns to glare at the other scientist. "It will be a boon 		
CF | to mankind," he commands. "The Telerus, in the area of espionage 		
CF | alone, could give the Administrative Agency unimaginable power." 		
CF | 		
CF | "By the time an agent had developed tellurgic abilities of any useful 		
CF | power, his mind would be so twisted--" 		
CF | 		
CF | "All that is hypothesis," says Jonas, severing the argument. "We can't 		
CF | be sure of any of those side effects until a human trial is run." They 		
CF | start up the hall to the north, still arguing. As the image fades you 		
CF | hear Brett's voice, echoing in the hall. "There is no way we can allow 		
CF | a human trial...allow a human trial...human trial..." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x east door" 		
CF | You can only make out a large, dark space through the glass of the 		
CF | door. Next to the door is a card slot. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Hall 		
CF | This is another empty hall of steel and tile, identical to the 		
CF | others in its cold construction. It continues to the north and ends in 		
CF | a junction to the south. Due perhaps to the utter silence in the hall, 		
CF | or simply the unbearable cold worming up through your bare feet, you 		
CF | find yourself, without thinking, walking on your tiptoes here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | (Opening the east door) 		
CF | Supply Closet 		
CF | This small circular room holds all manner of boxes and bottles on 		
CF | its recessed shelves. In some of the open boxes you see new test 		
CF | tubes, vials of unknown chemicals and the like. One flask in 		
CF | particular catches your eye, emblazoned with the words "HS1: HORMONE" 		
CF | in stunning red letters. There are doors on both the west and north 		
CF | walls. 		
CF | The flask seems to contain some dark liquid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hormone" 		
CF | The hormone is a viscous fluid like dark honey. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF | The shelves set in the walls contain all the supplies to run a small 		
CF | hospital, though many of the items look unfamiliar, and slightly 		
CF | dangerous. 		
CF | 		
CF | > 		DavidW says, "I know that's important. The hormone, not what it looks like."
Knight_Otu says (to ClubFloyd), "get flask" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | The flask has a long, narrow neck with a tight-fitting cap and is 		
CF | embossed with the letters "HS1" in bright red. In the flask you see 		
CF | some dark liquid. The flask is currently closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cages" 		
CF | The three cages are identical. Each is smallish, glows a shifting 		
CF | blue, and contains two dead and decaying mice. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mice" 		
CF | The mice are all very thin, and you assume they must have died of 		
CF | malnutrition. Their black eyes are open and stare in skewed directions, 		
CF | making you suddenly very uncomfortable. 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Low. Repeat. Main Power Supply Low." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch cages" 		
CF | You touch the cage, not even minding the sharp tingle. The silence in 		
CF | the room changes, from the dead, abandoned silence of before to a busy 		
CF | quiet. Animals move in cages, computers hum. Jonas, sitting by the 		
CF | table, observes the mice skittering about their cages and takes notes. 		
CF | There is no change in the lighting, but you sense it is early evening, 		
CF | or perhaps morning. 		
CF | 		
CF | "Additional notes on Telerus toxin..." mumbles Jonas as he writes, his 		
CF | silver hair swept back. "After a short period, the toxin causes the 		
CF | eyes to dilate unevenly, mildly skewing sight. Further, both tellurgic 		
CF | abilities and periods of..." he pauses, hunting for the right word, 		
CF | even for these private notes, "...of instability increase together over 		
CF | time, and can be advanced in jumps if the target is subjected to some 		
CF | traumatic event." Apparently done, he neatly piles his notes and 		
CF | leaves. The mice race about madly in their cages, flinging themselves 		
CF | against the bars and each other, their seed-like eyes dilated to the 		
CF | point of deformation. You stare with detached revulsion as one mouse 		
CF | throws itself on the other in its cage, shredding the victim's fur with 		
CF | movements too rapid to follow. The second mouse seems too exhausted to 		
CF | react, and lies motionless while the aggressor sinks its teeth deep 		
CF | into its leg. The image fades. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x table" 		
CF | The table is large, longer than it is wide, and mounted with 		
CF | fluorescent lamps for light. Half of it is piled up with papers and 		
CF | odd instruments, while on the other half there are only three small 		
CF | metal cages, which glow blue. In the cages, you can make out small 		
CF | objects. As you peer closer, you detect an odd smell, and see that the 		
CF | objects are the decaying bodies of lab mice. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x papers" 		
CF | The papers are copies from various texts, the margins filled with 		
CF | notes. Many of them have something to do with electric transmitters in 		
CF | the brain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read them" 		
CF | scattered papers: The papers are copies from various texts, the 		
CF | margins filled with notes. Many of them have something to do with 		
CF | electric transmitters in the brain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read margins" 		
CF | I don't know the word "margins". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x instruments" 		
CF | Mostly made of glass and plastic, the instruments are completely 		
CF | incomprehensible to you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinet" 		
CF | Against the wall is a steel cabinet, about waist high. At the bottom 		
CF | of its door is a heavy ring, parallel to another ring on the cabinet 		
CF | frame. Through these rings passes a heavy looking lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lock" 		
CF | Passing through two rings on the cabinet is a sturdy padlock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | (Opening the east door) 		
CF | Medical Alcove 		
CF | The dominating element of this small cube is the color white. The 		
CF | walls are white, the stiff bed by the east wall is covered in white 		
CF | sheets, the counter sticking out of the wall in the corner looks as 		
CF | though it were carved from snow. Set into the counter is a pale, 		
CF | porcelain sink. Even the air smells as if it has been scoured bare. 		
CF | You see a red syringe here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bed" 		
CF | The bed is a hospital gurney, its wheels removed and its legs bolted to 		
CF | the floor. The impression that it's a very uncomfortable bed is 		
CF | further strengthened by the hard white sheets that cover it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x counter" 		
CF | The white Formica counter in the northeast corner has been polished to 		
CF | a nearly supernatural shine, as has the sink set into it. Even through 		
CF | the polish however, you can make out vague blood stains. There's 		
CF | nothing on the counter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sink" 		
CF | The sink is set into a white Formica counter in the northeast corner of 		
CF | the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x syringe" 		
CF | The syringe is marked with little red lines for measuring. There's 		
CF | nothing in the red syringe. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Medical Alcove 		
CF | The dominating element of this small cube is the color white. The 		
CF | walls are white, the stiff bed by the east wall is covered in white 		
CF | sheets, the counter sticking out of the wall in the corner looks as 		
CF | though it were carved from snow. Set into the counter is a pale, 		
CF | porcelain sink. Even the air smells as if it has been scoured bare. 		
CF | 		
CF | > 		
		Knight_Otu says, "No mirror? Dangit."
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		DavidW says, "I seem to recall two syringes in this game; that's why they get colour adjectives."
		Karona exclaims, "Aha!"
		
Knight_Otu says (to ClubFloyd), "x table" 		
CF | The table is large, longer than it is wide, and mounted with 		
CF | fluorescent lamps for light. It is identical to the other tables in 		
CF | the room, covered with odd chemicals and other medical supplies. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chemicals" 		
CF | You guess that at least half of the chemicals here are toxic, in one 		
CF | way or another. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x supplies" 		
CF | You guess that at least half of the chemicals here are toxic, in one 		
CF | way or another. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x microscope" 		
CF | The large machine has several controls, a number of small doors, and a 		
CF | large screen, all of which are completely incomprehensible to you. You 		
CF | recognize it, from some distant memory, as an electron microscope. It 		
CF | is glowing a cold blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF | As you touch the machine, its screen fills with static, which slowly 		
CF | resolves to images of sharp, menacing helices. David and Brett stare 		
CF | at the screen, adjusting the focus. 		
CF | 		
CF | "Well, that's it," says Brett. "The thing we've concentrated on for 		
CF | several months, since before you came here. The Telerus." 		
CF | 		
CF | "It's amazing," says David, zooming in on one twisted shape. "It's 		
CF | so... beautiful." 		
CF | 		
CF | "Beautiful?" asks Brett. "How do you find beauty in that?" 		
CF | 		
CF | "An undiscovered shore is always beautiful to an explorer." 		
CF | 		
CF | "Poetic, but not true," says Brett, looking pointedly at the screen and 		
CF | not the other scientist. "I don't want to fight with you, and you know 		
CF | we will if we start discussing this. Let's just accept that we have 		
CF | different reasons for being here, and try to live with it." 		
CF | 		
CF | "Why are you here?" asks David, for the first time showing genuine 		
CF | regard for the tall scientist. 		
CF | 		
CF | "I came here," says Brett, slowly looking over to David, "with the 		
CF | honest hope of bettering the world for mankind. And, I admit, we've 		
CF | done some fantastic things to help the world. But I am still concerned 		
CF | with certain aspects of the project. It seems the Agency's idea of 		
CF | what is best for the mankind usually has to do with making itself 		
CF | all-powerful." There is a pause, then Brett whispers, "I designed this 		
CF | station; I also named it. Babel. We must not build the tower too 		
CF | high, or we will fall." Suddenly, the screen goes black and the two 		
CF | doctors are gone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x computers" 		
CF | There are three large computer terminals, connected to printers, 		
CF | scanners, keyboards and monitors by an impossible tangle of wires. The 		
CF | monitors are dark. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn them on" 		
CF | computers: I don't know how to turn the computers on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | You see an amber marked syringe here. 		
CF | 		
CF | > 		Knight_Otu says, "There's the second one."
		Knight_Otu says, "I guess that bulkhead leadsto North End."
		DavidW says, "hmm, yes, I think so"
Knight_Otu says (to ClubFloyd), "x bulkhead" 		
CF | The bulkhead is made of heavy steel and covered with warning stickers. 		
CF | It is closed tight. Next to the bulkhead is a sturdy release lever and 		
CF | a small blinking green light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull rever" 		
CF | I don't know the word "rever". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF | Done. The bulkhead slides open. 		
CF | 		
CF | > 		DavidW says, "I can't help but wonder if you missed a room back east."
Knight_Otu says (to ClubFloyd), "sw" 		
CF | North End 		
CF | White light glares off steel and sanitary white tile at the end of 		
CF | this hall. To the west is a door with a small slot next to it, 		
CF | probably used for a card key of some kind. To the north is another 		
CF | door, with an odd object connected between the handle and the door 		
CF | frame. The northeast corner is filled with an imposing bulkhead 		
CF | covered with various bio-hazard labels. The hall continues to the 		
CF | south. 		
CF | 		
CF | > 		Knight_Otu says, "I didn't open the two id-card doors in the junction."
		DavidW says, "besides those"
		Knight_Otu says, "Other than that, I'm not sure. I wasin the alcove."
Knight_Otu says (to ClubFloyd), "ne" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | You see an amber marked syringe here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get amber" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | The syringe is marked with little amber lines for measuring. There's 		
CF | nothing in the amber syringe. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tables" 		
CF | The large table is actually two metal tables put next to each other, 		
CF | filling up most of the room. The sharp instruments ranged about the 		
CF | table, the grotesquely splayed bodies of two large frogs, and the 		
CF | off-colored stains on the table makes it apparent that dissection 		
CF | usually took place here. Also on the table are two regular 		
CF | microscopes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x frogs" 		
CF | Like so many things in the lab, these frogs seem to have been 		
CF | abandoned, their examiners called away on some other, more urgent, 		
CF | business. The frogs' intestines, though reeking of preserving fluid, 		
CF | are beginning to discolor, and another, putrid, odor hangs about the 		
CF | dead creatures. 		
CF | 		
CF | > 		DavidW says, "You'll want to get that locked cabinet open somehow too, of course."
Knight_Otu says (to ClubFloyd), "x microscopes" 		
CF | These are precision, high-power microscopes. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Medical Alcove 		
CF | The dominating element of this small cube is the color white. The 		
CF | walls are white, the stiff bed by the east wall is covered in white 		
CF | sheets, the counter sticking out of the wall in the corner looks as 		
CF | though it were carved from snow. Set into the counter is a pale, 		
CF | porcelain sink. Even the air smells as if it has been scoured bare. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW asks, "okay, I think there's a north or south exit?"
Knight_Otu says (to ClubFloyd), "n" 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | (Opening the south door) 		
CF | Supply Closet 		
CF | This small circular room holds all manner of boxes and bottles on 		
CF | its recessed shelves. In some of the open boxes you see new test 		
CF | tubes, vials of unknown chemicals and the like. There are doors on 		
CF | both the west and north walls. 		
CF | 		
CF | > 		Knight_Otu says, "Ah, there's a connection to the closet. That I missed."
		DavidW asks, "oh, you were here?"
		Knight_Otu asks, "Yeah, the hormone washere, wasn't it?"
		DavidW says, "oh right"
		Knight_Otu says, "(Darn my malfunctioning space bar.)"
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | 		
CF | > 		Knight_Otu says, "I guess down the stairs we go."
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | 		
CF | > 		DavidW says, "We also haven't seen any dome yet."
Knight_Otu says (to ClubFloyd), "d" 		
CF | Landing 		
CF | Despite the fluorescent tubes set into the walls, this landing on 		
CF | the staircase seems quite dark. Stairs go both up and down from this 		
CF | landing, and a door leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | (Opening the west door) 		
CF | Changing Room 		
CF | This is a drab, low-ceilinged rectangle, its west end becoming an 		
CF | open shower area, its east end bearing a heavy steel door. A metal 		
CF | bench runs along the north side of the room, while on the opposite wall 		
CF | are steel clothing hooks. The scent of sweat and water sticks in the 		
CF | corners of the room, at once familiar and squalid. 		
CF | You see a radiation suit here. 		
CF | 		
CF | > 		DavidW says, "oh, there is clothing."
		Knight_Otu exclaims, "Finally!"
Knight_Otu says (to ClubFloyd), "x bench" 		
CF | The bench is long and low, like those found in locker rooms. 		
CF | 		
CF | > 		Roger says, "that's quite the rad suit"
Knight_Otu says (to ClubFloyd), "x suit" 		
CF | The suit appears to be made of shimmering vinyl, like tinfoil, and is 		
CF | sealed at each joint and seam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear it" 		
CF | You don't have the radiation suit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF | As you pick up the suit, a green plastic card that was in the pocket 		
CF | falls to the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x card" 		
CF | Which card do you mean, the ID card, or the green card? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "green" 		
CF | It's a plain card of green plastic, embossed with the word "SAFETY" and 		
CF | a pattern of bumps. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch green" 		
CF | Touching the green card doesn't seem to have any effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear suit" 		
CF | Okay, you're now wearing the radiation suit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Changing Room 		
CF | This is a drab, low-ceilinged rectangle, its west end becoming an 		
CF | open shower area, its east end bearing a heavy steel door. A metal 		
CF | bench runs along the north side of the room, while on the opposite wall 		
CF | are steel clothing hooks. The scent of sweat and water sticks in the 		
CF | corners of the room, at once familiar and squalid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shower" 		
CF | The west end of the room is tiled and set with faucets for showering. 		
CF | Apparently privacy is not a major concern here, as there is no curtain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Landing 		
CF | Despite the fluorescent tubes set into the walls, this landing on 		
CF | the staircase seems quite dark. Stairs go both up and down from this 		
CF | landing, and a door leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " d" 		
CF | Radiation Area 		
CF | This room is an elongated oval, with a staircase leading up at one 		
CF | end and a glass hatch at the other. Rather than the fluorescent tubes 		
CF | you've seen in the rest of the station, the room is lit by incandescent 		
CF | bulbs, each surrounded by a mesh cage. Many of these bulbs have burned 		
CF | out, leaving the room prey to milky shadows. The room is empty except 		
CF | for a large, slanted control panel near the steps. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hatch" 		
CF | The steel framed glass hatch is closed, but through the door you see a 		
CF | deep alcove. The alcove's bright metal walls are set with dozens of 		
CF | tiny lenses. There's nothing in the radiation chamber. 		
CF | 		
CF | > 		DavidW says, "careful here. Don't wanna zap something you shouldn't."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "x panel" 		
CF | A few steps from the staircase is a broad board, covered with all 		
CF | manner of meters and LEDs, as well as a number of controls. The most 		
CF | prominent of these is an oversized black button, surrounded by black 		
CF | and yellow stripes and marked "RADIATE". Also on the control panel are 		
CF | a small blue button, a white switch, a dial, and a card slot with a 		
CF | green plastic outline. 		
CF | 		
CF | > 		DavidW says, "so fancy microwave oven, I suppose."
		Roger says, "IRRADIATE"
Knight_Otu says (to ClubFloyd), "x blue" 		
CF | Next to what appears to be a complex thermometer is a small blue 		
CF | button. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x thermometer" 		
CF | The thermometer seems to indicate that the radiation chamber is cool. 		
CF | 		
CF | > 		DavidW says (to Roger), "You sounded just like a Dalek!"
Knight_Otu says (to ClubFloyd), "x switch" 		
CF | The wide switch is made of white plastic. 		
CF | 		
CF | > 		Roger says, "This research station would have really sucked for a colourblind scientist"
Knight_Otu says (to ClubFloyd), "x dial" 		
CF | The large dial can be turned to settings numbered from 1 to 600. It's 		
CF | currently set to 1. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x slot" 		
CF | The slot is bordered with bright green plastic, making it stand out on 		
CF | the control panel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn), an ID card, a bible, a metal key, a 		
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red 		
CF | syringe, an amber marked syringe, a radiation suit (being worn), and a 		
CF | green card. The flask seems to contain some dark liquid. 		
CF | 		
CF | > 		DavidW says, "The safety card had bumps on it. Probably braille."
		Knight_Otu says, "Yeah."
		Roger says, "It's good thinking that any sufficiently-unsafe situation might also be very dark"
		Knight_Otu says, "I'm not quite sure we have anything we want irradiated yet, and we wouldn't yet know how much."
		DavidW says, "You need more info, definitely."
		Knight_Otu says, "So, that leaves the two doors in the junction, and the device door at north end."
Knight_Otu says (to ClubFloyd), "u" 		
CF | Landing 		
CF | Despite the fluorescent tubes set into the walls, this landing on 		
CF | the staircase seems quite dark. Stairs go both up and down from this 		
CF | landing, and a door leads west. 		
CF | 		
CF | > 		DavidW says, "I think the cabinet might hold the main info, but Hosea might have something too. I don't remember."
Knight_Otu says (to ClubFloyd), "u" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Very Low." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Hall 		
CF | This is another empty hall of steel and tile, identical to the 		
CF | others in its cold construction. It continues to the north and ends in 		
CF | a junction to the south. Due perhaps to the utter silence in the hall, 		
CF | or simply the unbearable cold worming up through your bare feet, you 		
CF | find yourself, without thinking, walking on your tiptoes here. 		
CF | 		
CF | > 		Knight_Otu says, "There is a gap in my map of about three rooms around records III. I'm not sure if I missed exits or if some rooms are bigger or smaller."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x east door" 		
CF | You can only make out a large, dark space through the glass of the 		
CF | door. Next to the door is a card slot. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf3" 		
CF | File to save game in > 		
CF | Saved. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put id in east slot" 		
CF | The door slides open and you remove the card. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Terran Gallery 		
CF | The only lights in this vast chamber are small yellow bulbs set far 		
CF | apart in the darkness, like stars. The light they offer is barely 		
CF | enough for you to make out a staircase going up to your left and 		
CF | another going down on your right. The door you entered from is west. 		
CF | Around you, in the darkness, you hear chirps and growls that no normal 		
CF | animal could make. They sound hungry. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
		DavidW asks, "oh, didn't Hosea say something about gallery lights?"
Knight_Otu says (to ClubFloyd), "w" 		
CF | (Opening the door) 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Records III 		
CF | High white walls enclose this space. Around the room is a metal 		
CF | ledge, conveniently set with scanning, typing, and printing equipment 		
CF | for entering data. Three chairs face the ledge. The room is dominated 		
CF | by a large screen on the north wall. To the south is the door out into 		
CF | the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about gallery" 		
CF | The screen reads: Gallery: The Babel Station contains an extensive 		
CF | atrium gallery of cages, for the keeping of study specimens. The 		
CF | amount of light entering the gallery from the dome over it can be 		
CF | adjusted by aligning large polarizing filters, controlled near the 		
CF | door. A second gallery, containing toxins and viruses, is located 		
CF | nearby. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Terran Gallery 		
CF | The only lights in this vast chamber are small yellow bulbs set far 		
CF | apart in the darkness, like stars. The light they offer is barely 		
CF | enough for you to make out a staircase going up to your left and 		
CF | another going down on your right. The door you entered from is west. 		
CF | Around you, in the darkness, you hear chirps and growls that no normal 		
CF | animal could make. They sound hungry. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | It's open. 		
CF | 		
CF | > 		DavidW asks, "x filters?"
		
Knight_Otu says (to ClubFloyd), "x filters" 		
CF | I don't see any filters here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x filters" 		
CF | I don't see any filters here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x east door" 		
CF | You can only make out a large, dark space through the open door. Next 		
CF | to the door is a card slot. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "e" 		
CF | Terran Gallery 		
CF | The only lights in this vast chamber are small yellow bulbs set far 		
CF | apart in the darkness, like stars. The light they offer is barely 		
CF | enough for you to make out a staircase going up to your left and 		
CF | another going down on your right. The door you entered from is west. 		
CF | Around you, in the darkness, you hear chirps and growls that no normal 		
CF | animal could make. They sound hungry. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF | It's too dark to safely climb the stairs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | It's too dark to safely descend the stairs. 		
CF | 		
CF | > 		DavidW says, "Maybe they're knobs or switches or dials or sliders. there might be something."
Knight_Otu says (to ClubFloyd), "touch door" 		
CF | Touching the door doesn't seem to have any effect. 		
CF | 		
CF | > 		
You say (to ClubFloyd), "x wall" 		
CF | You can only just make out a few glimmers on the walls by the faint 		
CF | light in the room. Occasionally you sense movement in the darkness, 		
CF | but you can't be sure. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x glimmers" 		
CF | I don't know the word "glimmers". 		
CF | 		
CF | > 		
You say (to ClubFloyd), "turn on light" 		
CF | I don't know how to turn the distant lights on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lights" 		
CF | Perhaps two dozen tiny yellow lights shine in the vastness of the room. 		
CF | Their pathetic light, spread thin, gives no illumination to the space. 		
CF | 		
CF | > 		
You say (to ClubFloyd), "search door" 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "This is annoying."
Knight_Otu says (to ClubFloyd), "touch walls" 		
CF | Touching the cages doesn't seem to have any effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search walls" 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Records III 		
CF | High white walls enclose this space. Around the room is a metal 		
CF | ledge, conveniently set with scanning, typing, and printing equipment 		
CF | for entering data. Three chairs face the ledge. The room is dominated 		
CF | by a large screen on the north wall. To the south is the door out into 		
CF | the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about dome" 		
CF | The screen reads: Gallery Lenses: Illumination to the atrium gallery 		
CF | can be controlled by adjusting the alignment of the polarizing lenses 		
CF | over the dome and completely blocked by setting any two of the three 		
CF | lenses to the same alignment. 		
CF | 		
CF | > 		DavidW says, "I'm tempted to look at my walkthrough now."
		DavidW says, "So they all have to be different."
		DavidW asks, "examine lens or lenses?"
		Knight_Otu says, "But where are they? The only lenses I recall were in the radiation chamber."
Knight_Otu says (to ClubFloyd), "s" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lenses" 		
CF | I don't see any lenses here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Terran Gallery 		
CF | The only lights in this vast chamber are small yellow bulbs set far 		
CF | apart in the darkness, like stars. The light they offer is barely 		
CF | enough for you to make out a staircase going up to your left and 		
CF | another going down on your right. The door you entered from is west. 		
CF | Around you, in the darkness, you hear chirps and growls that no normal 		
CF | animal could make. They sound hungry. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lenses" 		
CF | I don't see any lenses here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lenses" 		
CF | I don't see any lenses here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lenses" 		
CF | I don't see any lenses here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		Knight_Otu asks, "Maybe we need to solve the power problem first?"
Knight_Otu says (to ClubFloyd), "e" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Records III 		
CF | High white walls enclose this space. Around the room is a metal 		
CF | ledge, conveniently set with scanning, typing, and printing equipment 		
CF | for entering data. Three chairs face the ledge. The room is dominated 		
CF | by a large screen on the north wall. To the south is the door out into 		
CF | the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about atrium" 		
CF | I don't know the word "atrium". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about lenses" 		
CF | The screen reads: Gallery Lenses: Illumination to the atrium gallery 		
CF | can be controlled by adjusting the alignment of the polarizing lenses 		
CF | over the dome and completely blocked by setting any two of the three 		
CF | lenses to the same alignment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about gallery" 		
CF | The screen reads: Gallery: The Babel Station contains an extensive 		
CF | atrium gallery of cages, for the keeping of study specimens. The 		
CF | amount of light entering the gallery from the dome over it can be 		
CF | adjusted by aligning large polarizing filters, controlled near the 		
CF | door. A second gallery, containing toxins and viruses, is located 		
CF | nearby. 		
CF | 		
CF | > 		DavidW says, "ok, examine the south door in Gallery Junction. There should be a recess to examine."
Knight_Otu says (to ClubFloyd), "s" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Gallery Junction 		
CF | This smallish chamber is apparently a junction of hallways and 		
CF | rooms. Through a sliding glass door on the east wall you see a huge, 		
CF | dark room. A second sliding glass door, glowing with faint blue fire, 		
CF | is to the south, but a large warning flashes over it. Next to each of 		
CF | the glass doors is a card slot, identical to the ones in the halls. To 		
CF | the west is a large bulkhead, propped open with a metal pole, and 		
CF | flashing a red warning beacon similar to one on the south door. An 		
CF | open passage leads north. The only other feature of the room besides 		
CF | the doors is a small recess on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x south door" 		
CF | The glass door on the south wall of the room is lit with conflicting 		
CF | lights. The words "WARNING: TOXIN BREAKOUT" are projected in flashing 		
CF | red on the door from within, while at the same time the whole door 		
CF | shines with an internal blue light. Next to the door is a card slot. 		
CF | Through the door you can see a small, dim room. The door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x recess" 		
CF | A transparent panel with the words "POL. FILTER ALIGNMENT" etched on it 		
CF | covers the small recess next to the east door. In the recess are three 		
CF | colored sliders which can be set to positions marked 1, 2, and 3. The 		
CF | red slider is currently set at 1, the yellow slider at 1, and the blue 		
CF | slider at 2. Below the recess is a small, blinking button. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set yellow to 3" 		
CF | You'll have to open the recess first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open recess" 		
CF | Try pushing the button below the recess. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF | The transparent door over the sliders moves away into the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set yellow to 3" 		
CF | Okay, it's now set to 3. As you slide the switch into position, the 		
CF | polarizing filters on the dome in the gallery open, filling the room 		
CF | with dazzling light that washes through the glass door of the gallery 		
CF | into the junction. 		
CF | 		
CF | > 		Knight_Otu says, "I missed that recess the whole timw."
Knight_Otu says (to ClubFloyd), "e" 		
CF | Terran Gallery 		
CF | You are standing on a circular metal walkway midway between the 		
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the 		
CF | floor and up to another walkway curve along the walls to your left and 		
CF | your right, and a sliding glass door leads west into the hall. Easily 		
CF | the most stunning thing about the room is the light, which cascades 		
CF | down from above and trickles over the matrices of glass and steel that 		
CF | make up the walls. Looking closer, you see that these are cages; 		
CF | hundreds of cages of every size and geometry. Most appear empty, but 		
CF | some have their odd inmates. You see both recognizable lab animals, 		
CF | like rabbits and dogs, as well as other creatures. You stare at 		
CF | slithering shadows from out of your nightmares and blue balls of fur 		
CF | huddled in clusters. All the creatures seem to be emaciated and ill 		
CF | from neglect; you realize that those you thought were only sleeping are 		
CF | probably dead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cages" 		
CF | About half the cages are empty, the others containing odd animals that 		
CF | can not be natural. Even the normal looking animals have odd, 		
CF | unsettling traits to them. Many are dead, in varying stages of decay, 		
CF | and, even as you quietly thank God that the cages keep in the smell, 		
CF | you feel yourself becoming nauseous. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x animals" 		
CF | About half the cages are empty, the others containing odd animals that 		
CF | can not be natural. Even the normal looking animals have odd, 		
CF | unsettling traits to them. Many are dead, in varying stages of decay, 		
CF | and, even as you quietly thank God that the cages keep in the smell, 		
CF | you feel yourself becoming nauseous. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | Aquatic Gallery 		
CF | You are standing at the bottom of a large, well-like room, its 		
CF | shimmering walls stretching to a shining dome far above. The walls 		
CF | here are made not of cages but tanks, filled with water and other 		
CF | liquids. This is not a normal aquarium however, for among the familiar 		
CF | anemones and flounders are other creatures, half organic and half 		
CF | mechanical by their looks. A stairway curves up past a dark tank to 		
CF | the level above. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x creatures" 		
CF | Each of the oddly shaped tanks contains a number of different species, 		
CF | apparently in what was once a balanced ecosystem. However, the balance 		
CF | has degenerated from neglect; non-carnivorous fish are forced to devour 		
CF | their companions like piranhas, and the tanks are murky with blood and 		
CF | excrement. A few of the tanks are too dark to see into, and, for this, 		
CF | part of you is thankful. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF | Terran Gallery 		
CF | You are standing on a circular metal walkway midway between the 		
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the 		
CF | floor and up to another walkway curve along the walls to your left and 		
CF | your right, and a sliding glass door leads west into the hall. Easily 		
CF | the most stunning thing about the room is the light, which cascades 		
CF | down from above and trickles over the matrices of glass and steel that 		
CF | make up the walls. Looking closer, you see that these are cages; 		
CF | hundreds of cages of every size and geometry. Most appear empty, but 		
CF | some have their odd inmates. You see both recognizable lab animals, 		
CF | like rabbits and dogs, as well as other creatures. You stare at 		
CF | slithering shadows from out of your nightmares and blue balls of fur 		
CF | huddled in clusters. All the creatures seem to be emaciated and ill 		
CF | from neglect; you realize that those you thought were only sleeping are 		
CF | probably dead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF | Avian Gallery 		
CF | The cages here bend up towards the large dome of the ceiling, and 		
CF | appear to be made for flying creatures. This is an aviary out of a 		
CF | twisted dream: pale dactylic creatures, as large as a man, scratch 		
CF | about their empty cages, while a dozen violet hummingbirds lie dead in 		
CF | their adjacent cubicle. You notice that the railing along the walkway 		
CF | here flickers pale blue in one spot. A staircase curves down to the 		
CF | mid-level, and the door to one large cage hangs open to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x railing" 		
CF | The walkway is about four feet wide, going all around the perimeter of 		
CF | the room at this level. The large open space in the center is blocked 		
CF | by a simple metal railing which glows blue in one spot. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF | As you touch the railing and experience a mild shock, there is a subtle 		
CF | shift in the room. The light softens from morning to evening glow, the 		
CF | birds in their cages flit gracefully from branch to branch. A 		
CF | nightingale sings. Across the room from you, David and Alexis stand, 		
CF | hand in hand, gazing through the dome. 		
CF | 		
CF | "What if we had wings, David?" murmurs Alexis. "Silver angel wings, 		
CF | to fly into that clear, cold night. Leave all this behind us." 		
CF | 		
CF | "Why leave?" he asks, looking down into her face. "This is the first 		
CF | place I've actually been able to do something. Is it wrong for me to 		
CF | want to change the world?" 		
CF | 		
CF | "No, not for the better; but I'm scared," she says, looking down over 		
CF | the railing. "This place is dangerous. 'Bettering mankind,' Jonas 		
CF | says, but think of the toxins, the viruses, the biological terrors 		
CF | we've created. Perhaps, in plowing straight towards scientific 		
CF | knowledge, we've allowed ourselves to be corralled into something that 		
CF | we really shouldn't have tampered with." 		
CF | 		
CF | "You've been listening to Brett again, haven't you?" chides David. 		
CF | His voice is gentle, but there is a harsh edge to it, a brooding anger 		
CF | under the kindness. "I cannot feel guilty for pursuing the truth, even 		
CF | if its eventual outcome is one that people like Brett fear. Science is 		
CF | the completeness, these things are just its by-products." He holds her 		
CF | close, and she looks at him as the nightingale song gilds the air. He 		
CF | sighs and gazes up into the appearing stars. "I promise," he says, 		
CF | letting Brett and his anger drop from him, "this will all turn out 		
CF | right, in the end. We can do wonderful things, you'll see." They 		
CF | kiss, and the room fades back to the glaring morning, the singing 		
CF | nightingale dead in her cage. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Avian Gallery 		
CF | The cages here bend up towards the large dome of the ceiling, and 		
CF | appear to be made for flying creatures. This is an aviary out of a 		
CF | twisted dream: pale dactylic creatures, as large as a man, scratch 		
CF | about their empty cages, while a dozen violet hummingbirds lie dead in 		
CF | their adjacent cubicle. You notice that the railing along the walkway 		
CF | here flickers pale blue in one spot. A staircase curves down to the 		
CF | mid-level, and the door to one large cage hangs open to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x calendar" 		
CF | It's a plain calendar, with a wax pencil hanging from it. Written on 		
CF | the calendar you see the following notes: 		
CF | 		
CF | March 7, Entry, David arrives at Babel station. 		
CF | March 7, David's Room, Jonas explains station to David. 		
CF | March 7, Residential Storage, David and Alexis talk about station. 		
CF | March 20, Alexis' Room, David jokes with Alexis. 		
CF | March 30, East End, Brett, David and Alexis discuss fear. 		
CF | April 2, Lab Hall II, David and Brett discuss the Telerus. 		
CF | April 6, Lab Hall III, Jonas takes notes on Telerus. 		
CF | April 7, Junction, Jonas and Brett discuss the need for a human trial 		
CF | for the Telerus. 		
CF | April 7, Avian Gallery, David and Alexis gaze at the stars. 		
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. 		
CF | April 24, Dining Room, Jonas insists on finishing the experiment. 		
CF | April 25, Shed, Brett escapes. 		
CF | April 25, Records II, Jonas and Alexis get ready to escape. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x creatures" 		
CF | In the cages are every manner of bird and bat, most reduced to sharp, 		
CF | half-feathered skeletons, looking hungrily through the cages at each 		
CF | other. One bat-like creature gazes at you with far too intelligent 		
CF | eyes through the suddenly delicate steel mesh that holds it. The door 		
CF | to one large cage swings open on its hinges. Did something escape? Is 		
CF | it hungry? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Cage 		
CF | You peer cautiously around the open cage, trying not to breathe the 		
CF | musky, rotting air. Matted hair covers the ground, and lying in one 		
CF | corner, is a large, shadowy bulk. You make out a mass of wings 		
CF | covering the heap and realize it is the dead body of whatever creature 		
CF | lived in this cage. Judging by the bones and dark stains on the floor, 		
CF | it was a carnivore. To the south is the door of the cage, smashed 		
CF | open, next to which is a large bowl of water. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hair" 		
CF | The floor is made of matted hair, and is stained with the remains of 		
CF | past meals. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wings" 		
CF | You take a step towards the large creature, and think you see one of 		
CF | its multi-fold wings move a fraction. Your heart freezes. Was it a 		
CF | trick of the light, or might the thing be alive? If it is, judging by 		
CF | the stained white talons on the tips of its wings and the oddly 		
CF | constructed jags of its beak, you don't want to be here. Indeed, if 		
CF | this thing broke open its own cage in desperation, its strength is to 		
CF | be reckoned with. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bowl" 		
CF | Next to the door is a broad, shallow bowl, filled with water. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF | The water would slip through your fingers and the bowl itself is too 		
CF | big to easily carry. 		
CF | 		
CF | > 		DavidW asks, "That is the only water in the game, isn't it?"
		Knight_Otu says, "Well, technically we're surrounded by a lot of water in solid form."
		DavidW says, "technically"
		DavidW says, "But if you ever need water for something, this is it."
		Knight_Otu says, "Well, this netted us a memory, but I'm not sure there was anything else."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Avian Gallery 		
CF | The cages here bend up towards the large dome of the ceiling, and 		
CF | appear to be made for flying creatures. This is an aviary out of a 		
CF | twisted dream: pale dactylic creatures, as large as a man, scratch 		
CF | about their empty cages, while a dozen violet hummingbirds lie dead in 		
CF | their adjacent cubicle. You notice that the railing along the walkway 		
CF | here flickers pale blue in one spot. A staircase curves down to the 		
CF | mid-level, and the door to one large cage hangs open to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | Terran Gallery 		
CF | You are standing on a circular metal walkway midway between the 		
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the 		
CF | floor and up to another walkway curve along the walls to your left and 		
CF | your right, and a sliding glass door leads west into the hall. Easily 		
CF | the most stunning thing about the room is the light, which cascades 		
CF | down from above and trickles over the matrices of glass and steel that 		
CF | make up the walls. Looking closer, you see that these are cages; 		
CF | hundreds of cages of every size and geometry. Most appear empty, but 		
CF | some have their odd inmates. You see both recognizable lab animals, 		
CF | like rabbits and dogs, as well as other creatures. You stare at 		
CF | slithering shadows from out of your nightmares and blue balls of fur 		
CF | huddled in clusters. All the creatures seem to be emaciated and ill 		
CF | from neglect; you realize that those you thought were only sleeping are 		
CF | probably dead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Gallery Junction 		
CF | This smallish chamber, apparently a junction of hallways and rooms, 		
CF | is filled with light which washes in from a sliding glass door to the 		
CF | east. Through this door you see a huge, sparkling, room. A second 		
CF | sliding glass door, glowing with faint blue fire, is to the south, but 		
CF | a large warning flashes over it. Next to each of the glass doors is a 		
CF | card slot, identical to the ones in the halls. To the west is a large 		
CF | bulkhead, propped open with a metal pole, and flashing a red warning 		
CF | beacon similar to one on the south door. An open passage leads north. 		
CF | The only other feature of the room besides the doors is a small recess 		
CF | on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Records III 		
CF | High white walls enclose this space. Around the room is a metal 		
CF | ledge, conveniently set with scanning, typing, and printing equipment 		
CF | for entering data. Three chairs face the ledge. The room is dominated 		
CF | by a large screen on the north wall. To the south is the door out into 		
CF | the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about radiation" 		
CF | The screen reads: Radiation: Located beneath the lab hall is a small 		
CF | radiation facility containing an exposure chamber capable of 		
CF | administering low- to mid- level radiation to its contents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about battery" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		DavidW says, "I think getting the cabinet open should be high priority."
Knight_Otu says (to ClubFloyd), "ask hosea about cabinet" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn), an ID card, a bible, a metal key, a 		
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red 		
CF | syringe, an amber marked syringe, a radiation suit (being worn), and a 		
CF | green card. The flask seems to contain some dark liquid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flask" 		
CF | The flask has a long, narrow neck with a tight-fitting cap and is 		
CF | embossed with the letters "HS1" in bright red. In the flask you see 		
CF | some dark liquid. The flask is currently closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about hs1" 		
CF | The screen reads: HS1: Muscular Growth Hormone. Causes rapid tissue 		
CF | growth, leading to dramatic, short-term strength increase. Safe for 		
CF | human use. 		
CF | 		
CF | > 		DavidW says, "You also might risk visiting the Toxin Gallery."
		Knight_Otu says, "Yeah."
		Knight_Otu asks, "I guess the hormone is how we open the bathroom?"
		Knight_Otu says, "Anyway, we're closing in on the three-hour mark."
		DavidW says, "uh, yes, I think so, but you want to inject yourself with it right there. The boosted strength is brief."
		Knight_Otu says, "Yes, I understood that much."
Knight_Otu says (to ClubFloyd), "ask hosea about syringe" 		
CF | The screen reads: I have no information on that. 		
CF | 		
CF | > 		DavidW says, "ok. Save and we can continue next week. We'll more than halfway done, but okay."
Knight_Otu says (to ClubFloyd), "save" 		
CF | File to save game in > 		
Knight_Otu says (to ClubFloyd), "cfbabel1" 		
CF | Saved. 		
CF | 		
CF | > 		Karona exclaims, "Thank you for driving, Knight!"
		Knight_Otu exclaims, "Thanks!"
		DavidW says, "And you got a lot done too."
		Karona exclaims, "It was lovely seeing you again, DavidW!"
		DavidW says (to Karona), "Thanks. Nice to see you too."
		Knight_Otu exclaims, "Good night, and stay safe, everyone!"
		
*** SESSION 2 *** 		
		DavidW says, "oh, right, Babel."
		DavidW says, "You guys didn't QUITE finish Babel."
		Knight_Otu says, "Yeah, there are a few things we should do, after a reread."
		DavidW says, "You'd explored almost everywhere, but I don't think you opened a locked cabinet yet."
		Knight_Otu says, "We have the strength hormone to probably open the bathroom, the toxin gallery to maybe explore, and I might have an idea about the cabinet maybe."
		DavidW says, "oh right, the bathroom door bit, yes."
		DavidW says, "You should probably do that next."
		Knight_Otu says, "Let me get my map, it got buried a bit."
DavidW says (to ClubFloyd), "l" 		
CF | Records III 		
CF | High white walls enclose this space. Around the room is a metal 		
CF | ledge, conveniently set with scanning, typing, and printing equipment 		
CF | for entering data. Three chairs face the ledge. The room is dominated 		
CF | by a large screen on the north wall. To the south is the door out into 		
CF | the hall. 		
CF | 		
CF | > 		DavidW asks, "That's north central, I think?"
		Knight_Otu says, "North of East End."
		DavidW says, "oh. oops."
		Knight_Otu says, "Right, North End has that other strange device door."
		DavidW asks, "So we're near the toxicology lab, then?"
Knight_Otu says (to ClubFloyd), "ask hosea about laboratory" 		
CF | I don't know the word "laboratory". 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "ask hosea about lab" 		
CF | The screen reads: Lab Hall: The Babel Station is equipped with a 		
CF | complete biological lab hall. Below the hall is a compact, medium 		
CF | power, radiation chamber. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask hosea about hormones" 		
CF | I don't know the word "hormones". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x flask" 		
CF | The flask has a long, narrow neck with a tight-fitting cap and is 		
CF | embossed with the letters "HS1" in bright red. In the flask you see 		
CF | some dark liquid. The flask is currently closed. 		
CF | 		
CF | > 		Knight_Otu says, "We are closest to the toxin gallery."
		DavidW says, "ask Hosea about HS1"
Jacqueline 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 says, "The lab itself is close as well."
Knight_Otu says (to ClubFloyd), "ask hosea about hs1" 		
CF | The screen reads: HS1: Muscular Growth Hormone. Causes rapid tissue 		
CF | growth, leading to dramatic, short-term strength increase. Safe for 		
CF | human use. 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Very Low. Repeat. Main Power Supply Very Low." 		
CF | 		
CF | > 		Knight_Otu says, "And the power supply issue is there as well. Maybe it's just supposed to create a sense of urgency, but I'm not sure."
		DavidW says, "I can't remember, but I didn't see any power station in our wanderings, so I think it runs out at the speed of plot."
		Knight_Otu says, "(And of course not to forget, we are an amnesiac probably scientist who got psychometric powers.)"
Knight_Otu says (to ClubFloyd), "ask hosea about david" 		
CF | The screen reads: Dr. David Telurien: Research scientist for Babel 		
CF | Project. Most recent member of the staff, replacing Dr. Brian Thorne. 		
CF | No specialization. 		
CF | 		
CF | > 		Knight_Otu says, "And my suspicion is we're this person based on my reread."
Knight_Otu says (to ClubFloyd), "x calendar" 		
CF | It's a plain calendar, with a wax pencil hanging from it. Written on 		
CF | the calendar you see the following notes: 		
CF | 		
CF | March 7, Entry, David arrives at Babel station. 		
CF | March 7, David's Room, Jonas explains station to David. 		
CF | March 7, Residential Storage, David and Alexis talk about station. 		
CF | March 20, Alexis' Room, David jokes with Alexis. 		
CF | March 30, East End, Brett, David and Alexis discuss fear. 		
CF | April 2, Lab Hall II, David and Brett discuss the Telerus. 		
CF | April 6, Lab Hall III, Jonas takes notes on Telerus. 		
CF | April 7, Junction, Jonas and Brett discuss the need for a human trial 		
CF | for the Telerus. 		
CF | April 7, Avian Gallery, David and Alexis gaze at the stars. 		
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. 		
CF | April 24, Dining Room, Jonas insists on finishing the experiment. 		
CF | April 25, Shed, Brett escapes. 		
CF | April 25, Records II, Jonas and Alexis get ready to escape. 		
CF | 		
CF | > 		Knight_Otu says, "Notably, he is nowhere to be seen after April 7, and Alexis became more hostile to the rest of the team in those later scenes."
		Knight_Otu says, "I guess there's some chance we're Jonas as well."
		Knight_Otu asks, "So, bathroom first, you suggested?"
		DavidW says, "Since we have an actual plan for there, yes. Or toxic lab, since we're close by."
Knight_Otu says (to ClubFloyd), "s" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Gallery Junction 		
CF | This smallish chamber, apparently a junction of hallways and rooms, 		
CF | is filled with light which washes in from a sliding glass door to the 		
CF | east. Through this door you see a huge, sparkling, room. A second 		
CF | sliding glass door, glowing with faint blue fire, is to the south, but 		
CF | a large warning flashes over it. Next to each of the glass doors is a 		
CF | card slot, identical to the ones in the halls. To the west is a large 		
CF | bulkhead, propped open with a metal pole, and flashing a red warning 		
CF | beacon similar to one on the south door. An open passage leads north. 		
CF | The only other feature of the room besides the doors is a small recess 		
CF | on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put card in south slot" 		
CF | Which card do you mean, the ID card, or the green card? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "id" 		
CF | The door slides open and you remove the card. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | As you step into the small room, you notice an open vial on the floor 		
CF | marked "Jabberwocky Toxin: DANGER--FATAL" and you surmise that that 		
CF | was the cause of the warning lights. You make sure your suit is 		
CF | carefully sealed, and look around. 		
CF | 		
CF | Toxin Gallery 		
CF | This room is quite dim, illuminated only by red lights above and 		
CF | light coming through the glass door to the north, which is also the 		
CF | room's only exit. Inset in the walls are row upon row of brackets, 		
CF | holding small glass vials, scores of them, which glitter like stars in 		
CF | the artificial night of the room. Large glass panels slide on tracks 		
CF | over the brackets to protect the fragile looking objects. One open 		
CF | section of brackets, right in front of you, is surrounded by a sort of 		
CF | metal frame to set it off from the rest. 		
CF | 		
CF | > 		DavidW says, "oh! The radiation suit is helping us here!"
		DavidW says, "Perhaps if we came in without it, we'd be in trouble."
		Knight_Otu says, "Woohoo. The one bit of clothing the game allows usto wear."
Knight_Otu says (to ClubFloyd), "x vial" 		
CF | Which vial do you mean, the broken vial, or the Telerus vial? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "broken" 		
CF | On the floor near the door is a broken glass vial, its contents spilled 		
CF | into the air of the small room. The label reads "Jabberwocky Toxin: 		
CF | DANGER--FATAL". 		
CF | 		
CF | > 		DavidW says, "hm. Bet we want that Telerus vial."
Knight_Otu says (to ClubFloyd), "x telerus" 		
CF | The toxin is a thin liquid, almost completely transparent, with faint 		
CF | streaks of orange. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF | You'll have to open the Telerus vial first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get telerus vial" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | The vial is marked "Telerus toxin". In the Telerus vial you see the 		
CF | Telerus toxin. 		
CF | 		
CF | > 		DavidW says, "I think that's all we want from this room."
Knight_Otu says (to ClubFloyd), "x jabberwocky" 		
CF | On the floor near the door is a broken glass vial, its contents spilled 		
CF | into the air of the small room. The label reads "Jabberwocky Toxin: 		
CF | DANGER--FATAL". 		
CF | 		
CF | > 		Knight_Otu says, "I see no blue glow, so, yeah."
Knight_Otu says (to ClubFloyd), "n" 		
CF | (Opening the door) 		
CF | Gallery Junction 		
CF | This smallish chamber, apparently a junction of hallways and rooms, 		
CF | is filled with light which washes in from a sliding glass door to the 		
CF | east. Through this door you see a huge, sparkling, room. A second 		
CF | sliding glass door, glowing with faint blue fire, is to the south, but 		
CF | a large warning flashes over it. Next to each of the glass doors is a 		
CF | card slot, identical to the ones in the halls. To the west is a large 		
CF | bulkhead, propped open with a metal pole, and flashing a red warning 		
CF | beacon similar to one on the south door. An open passage leads north. 		
CF | The only other feature of the room besides the doors is a small recess 		
CF | on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close south door" 		
CF | The door has slid into the wall, and you aren't sure how to make it 		
CF | close again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out id in south slot" 		
CF | I don't recognize that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put id in south slot" 		
CF | The door slides open and you remove the card. 		
CF | 		
CF | > 		DavidW says, "oops"
		Knight_Otu says, "This seems like a serious security oversight."
		DavidW says, "mmhm"
		Knight_Otu says, "But then, the whole base is one."
Knight_Otu says (to ClubFloyd), "w" 		
CF | East End 		
CF | You're standing at the eastern extremity of an abandoned hall, which 		
CF | continues back to the west. In front of you is a large bulkhead with a 		
CF | flashing red beacon on it. Almost drowned out by the red glare of the 		
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To 		
CF | the north is another door, with a card slot next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | East Hall 		
CF | Your nose is bitten by the scent of cleaning alcohol, present in all 		
CF | the halls, and especially here. The stainless corridor continues to 		
CF | the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Antechamber 		
CF | This is a small diamond shaped room that provides a transition from 		
CF | the sharp, metal cold of the hall to the residential quarters beyond. 		
CF | Southeast and down a step is the entry area of the station, northwest 		
CF | and up a step are the quarters for the station crew. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | David's Room 		
CF | There is something off-center and deeply disturbing about this small 		
CF | space. While the dresser, bed, table and bookshelf that comprise the 		
CF | only furnishings of the room are normal enough (rather featureless in 		
CF | fact), certain details are amiss. The thick glass doors on the 		
CF | bookshelf are cracked and shattered in places, the sheets of the bed 		
CF | are in terrible disarray, and, easily most disturbing, a thin trail of 		
CF | blood leads across the carpet from the bathroom door to the east out 		
CF | the south door. You also notice the table glows with an unearthly 		
CF | light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn), an ID card, a bible, a metal key, a 		
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red 		
CF | syringe, an amber marked syringe, a radiation suit (being worn), a 		
CF | green card, and a Telerus vial. The flask seems to contain some dark 		
CF | liquid. The Telerus vial seems to contain the Telerus toxin. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fill amber with dark liquid" 		
CF | You'll have to open the flask first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open flask" 		
CF | Opened. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fill amber with dark liquid" 		
CF | You pour the fluid into the amber syringe, leaving a thin, dark film 		
CF | still inside the flask. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "inject amber" 		
CF | You ease the needle into your arm and depress the plunger. Almost 		
CF | immediately, you feel a grey burn in your veins making you writhe. 		
CF | When it subsides you notice that your biceps are visibly larger. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open bathroom door" 		
CF | The door sticks a bit, but you are able to push it open with the added 		
CF | strength from the hormone injection. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Bathroom 		
CF | As you enter the room, you feel an almost physical shock. Your 		
CF | stomach tenses. Your hair stands along your neck. What is it? The 		
CF | only furnishings of the room are a toilet, a sink, and a tiny shower, 		
CF | all in white. But there's something missing. On the tile wall, where 		
CF | the mirror ought to be, is a ragged, blood stained frame. Something, 		
CF | with apparently great force, must have ripped the mirror right off the 		
CF | wall, and cut itself in the process. Your eyes follow the bloody trail 		
CF | across the pristine tile and see the mirror on the floor, partially 		
CF | hidden by the toilet, its surface smeared with dried blood. The 		
CF | tension in your body increases and you notice a steady ache in your 		
CF | hand, slowly radiating out from a long cut you hadn't noticed before. 		
CF | You feel a need to move back west into the bedroom and out of this 		
CF | tight space. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mirror" 		
CF | Your body trembles as you kneel on the icy tiles and look down into the 		
CF | blood-misted depths of the mirror. For a moment, all you can make out 		
CF | are streaks and shadows, then the image clears with terrible 		
CF | recognition. Staring back at you from beneath the blood is a terrified 		
CF | young man, with blond hair framing a face itself stained with blood. 		
CF | Suspicions crystalize into facts. You recognize the face from the 		
CF | visions: David Telurien, the new arrival. You. You. Your eyes, 		
CF | widely and unevenly dilated, gaze with empty horror. You are this man, 		
CF | and yet you do not know him. Your mind searches desperately for one 		
CF | memory to connect you with this pale and blood-spattered face. Nothing 		
CF | comes. Shock. The Void opens before you. Your head falls back onto 		
CF | the tile. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Memory. You remember boiling with rage and power. Seeing your face in 		
CF | the mirror, the face of a lunatic. Ripping the mirror from the wall. 		
CF | Cutting your hand and smearing the blood. Shattering every other 		
CF | mirror you could find. Pacing. Waiting. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | You awake on the hard tile floor, dazzled by the whiteness of the 		
CF | walls. Your head pulses with pain, each bone in you trembles. Ever so 		
CF | slowly, you stand. 		
CF | 		
CF | > 		Knight_Otu says, "Yep. We're David Telurien, and we were the human test subject for the Telurien toxin."
		DavidW says, "Now you really need to get that cabinet open."
Knight_Otu says (to ClubFloyd), "l" 		
CF | Bathroom 		
CF | Despite its harmless white tile, this room exudes a claustrophobic 		
CF | terror. You can not keep your eyes from moving to the blood smeared 		
CF | mirror lying in the corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | David's Room 		
CF | There is something off-center and deeply disturbing about this small 		
CF | space. While the dresser, bed, table and bookshelf that comprise the 		
CF | only furnishings of the room seem basically the same as you've seen 		
CF | them in the rest of the residential quarters, certain details are 		
CF | amiss. The thick glass doors on the bookshelf are cracked and 		
CF | shattered in places, the sheets of the bed are in terrible disarray, 		
CF | and, easily most disturbing, a thin trail of blood leads across the 		
CF | carpet from the bathroom door to the east out the south door. 		
CF | 		
CF | You are surprised to see that, besides the table, which was glowing 		
CF | earlier, the shattered glass of the bookcase also drips with blue 		
CF | light. You assume that the incident with the mirror somehow increased 		
CF | your tellurgic powers. What other things in this place might now have 		
CF | visions linked to them? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch bookcase" 		
CF | The glass shards sparkle as the cracks disappear and the glass is made 		
CF | whole again. You hear weeping and look up to see David on the bed, his 		
CF | body twitching with his quiet sobs. Alexis is on the bed too, her arm 		
CF | around David, trying to comfort him. The look on her face though, 		
CF | unseen by David, is filled with the same frustration and sorrow. 		
CF | 		
CF | "It's gone so wrong," he says, his voice distorted by his tears. "I 		
CF | wanted to make it work, to prove my worth, to really do something, but 		
CF | now... I don't even know what I am. More and more, I just black out, 		
CF | and there's such power and rage and... God!" Alexis, through her own 		
CF | obvious pain, tries to comfort him, but he keeps talking, fast and 		
CF | oblivious. "The worst part is finding out. I don't know what I've 		
CF | done, and then I see the damage I've caused and it comes back to me, in 		
CF | fragments like little needles. Brett was right. We've gone too far. 		
CF | I've crossed the line." Silence falls softly after the torrent of 		
CF | words. He looks at Alexis, seeing for the first time that her cheeks 		
CF | are as tear-stained as his. "We've got to make it stop." Mute, she 		
CF | nods slowly. "The anti-toxin?" he says quietly. "They've got to be 		
CF | ready now; they can't need more proof." 		
CF | 		
CF | Alexis opens her mouth, and tries to say something, but only a dry 		
CF | rattle comes out. She coughs harshly and starts again, her speech very 		
CF | slow and cautious. "That's what I came here to tell you in the first 		
CF | place. Jonas decided..." She stops, realizing how David is looking at 		
CF | her, his face tight with hope. She forces her eyes down and mumbles, 		
CF | "Jonas decided that the tests were sufficient, we should be able to 		
CF | administer in a few days." David's entire body is transformed with 		
CF | relief; he reaches out to embrace Alexis, but she stands and turns 		
CF | away. David looks up at her, a question forming on his lips. 		
CF | 		
CF | "No," she says suddenly, cutting off the question. "I can't lie 		
CF | anymore. I just can't." She continues, her voice mechanical, her eyes 		
CF | locked on the wall, only her quaking knees revealing the turmoil inside 		
CF | her. "Jonas says that the experiment has to be finished no matter what 		
CF | the results are." Silence. "He refuses to formulate the anti-toxin." 		
CF | She turns slowly to see David, who has stood from the bed in shock. 		
CF | "He sent me to tell you, and..." She stands frozen, as though David's 		
CF | wide eyes had turned her into stone. Somehow, she forces out the 		
CF | words, "And to lock you in your room until he needs you." David 		
CF | stands, motionless, expressionless, while Alexis trembles by the door. 		
CF | She takes David's key from his dresser, and backs into the hall, her 		
CF | eyes never leaving the statue standing by the bed. "I'm sorry," she 		
CF | whispers. Then again, whispering at every step back, never getting 		
CF | louder. She leaves the room and shuts the door. You hear the lock 		
CF | click and Alexis suddenly crying through the steel door, "I'm sorry!" 		
CF | David stands, white with tension, then, like a thread breaking, swings 		
CF | around and puts his fist through the glass doors of the bookcase. The 		
CF | glass shatters, and you stand alone in the room. 		
CF | 		
CF | > 		DavidW says, "oh, I forgot about this. New blue spots unlocked."
		DavidW asks, "I think all four residential rooms get a new one?"
		Knight_Otu says, "Geeze these people."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Alexis' Room 		
CF | This appears to be a real "room," that is, it feels almost like 		
CF | home, despite its spare furnishings. The nondescript furniture--a 		
CF | metal desk, a bookcase, a dresser and a short bed--through the most 		
CF | subtle alterations, give the room a warm feeling. Everything from the 		
CF | fading smell of lilacs, to the small, glowing bud vase on the table, 		
CF | speak of an occupant determined to make a home in this sterile 		
CF | building. The bathroom door is to the west and a second door to the 		
CF | north leads out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Bathroom 		
CF | The bathroom is as cold and functional as the rest of the station, 		
CF | its white angles deformed in the reflection of a shattered mirror above 		
CF | the sink. To the east is Alexis' room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Alexis' Room 		
CF | This appears to be a real "room," that is, it feels almost like 		
CF | home, despite its spare furnishings. The nondescript furniture--a 		
CF | metal desk, a bookcase, a dresser and a short bed--through the most 		
CF | subtle alterations, give the room a warm feeling. Everything from the 		
CF | fading smell of lilacs, to the small, glowing bud vase on the table, 		
CF | speak of an occupant determined to make a home in this sterile 		
CF | building. The bathroom door is to the west and a second door to the 		
CF | north leads out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Brett's Room 		
CF | This room is a complete wreck; the sheets are torn from the bare 		
CF | mattress, the bedding thrown on the floor. A dresser and a glass 		
CF | doored bookcase lay on their sides, their contents flung in wild piles 		
CF | over the floor. You can barely see a path through the junk to the 		
CF | bathroom door on the north wall or the hall door to the west. 		
CF | 		
CF | The mattress now glows blue amid the tangled sheets. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch mattress" 		
CF | Your vision is filled by a flapping flash of white as someone rips the 		
CF | sheets from the bed. As the sheets fall to the floor, you see Jonas 		
CF | searching the bed with unnatural haste. Behind him, Alexis is 		
CF | systematically going through piles of books. 		
CF | 		
CF | "It must be here, he must have written it down," mutters Jonas. "He 		
CF | could never remember anything." 		
CF | 		
CF | "He knew his Bible to the letter," answers Alexis, not looking up. 		
CF | 		
CF | Likewise, without pausing in his search, Jonas replies, "Alexis, do not 		
CF | mock me. You have ruined everything. We must work together now to get 		
CF | out of this situation, but do not think I have forgiven you." 		
CF | 		
CF | "Why do we need to find the combination anyway? So the main gate is 		
CF | locked. If we're leaving we won't need to use it anymore." 		
CF | 		
CF | "Because Brett might want to use it again. Unless we change the 		
CF | combination, which we can't do until we know what the current 		
CF | combination is, he could fly up here any time and have access to all of 		
CF | this. This is a dangerous place, we can not have it in the hands of a 		
CF | lunatic." 		
CF | 		
CF | "It is in the hands of a lunatic," says Alexis, making a sound you 		
CF | might mistake for a laugh. "Brett was probably the sanest of all of 		
CF | us, he got out. I should have followed while I had the chance." 		
CF | 		
CF | Apparently giving up on his search of the bed, Jonas rounds sharply on 		
CF | Alexis. "Show me the note again." Alexis hands him a slip of paper, 		
CF | which he reads quickly and then throws into the corner. "And he said 		
CF | nothing more when he came to you?" 		
CF | 		
CF | "I told you already. He came in in the middle of the night, woke me, 		
CF | gave me the letter, and left without saying anything." 		
CF | 		
CF | "It is still hard for me to believe that you let him go without 		
CF | alerting me. If you hadn't waited until this morning to tell me we 		
CF | might have had a chance of detaining him here." 		
CF | 		
CF | "That's why I didn't tell you." 		
CF | 		
CF | Finally the thin ice of the conversation cracks and Jonas violently 		
CF | pushes over the dresser, shouting. "Everything is RUINED now! If we 		
CF | still had the three of us here we could have cleared things up and gone 		
CF | on. It would have been difficult, but possible. With only the two of 		
CF | us here, however, we are not enough to deal with the problems that have 		
CF | arisen. We have no option to but flee, leaving all our precious work 		
CF | behind in this ice bound casket!" 		
CF | 		
CF | "There are more important things than these experiments!" shouts 		
CF | Alexis, standing eye to eye with Jonas. 		
CF | 		
CF | He begins to speak, his tone suddenly flat and cruel. "Yes. More 		
CF | important. Like David's life, I'm sure." Alexis looks at him, 		
CF | puzzled. "Certainly you realize? We've lost the game, and his life is 		
CF | forfeit. There's no way we can safely take him out of here, he has 		
CF | degenerated too far." 		
CF | 		
CF | "What do you mean?" says Alexis, suddenly trembling. "All we need to 		
CF | do is mix the components, radiate the anti-toxin, and administer it." 		
CF | 		
CF | Jonas answers smoothly, "We don't have the time to find out the 		
CF | necessary intensity of radiation to activate it." 		
CF | 		
CF | "It's at setting 414. I've been testing." 		
CF | 		
CF | "Against my direct orders?" His hate is readily apparent, but his 		
CF | control shows that he expected this. "Even so, there is too much risk 		
CF | involved," he continues, unabashed. "Attempting to administer the 		
CF | formula while he is in this state could prove fatal, and the anti-toxin 		
CF | is intrinsically unstable, it would probably degenerate by the time you 		
CF | could get near him. Moreover, have you considered how we are to get a 		
CF | sample of the Telerus, since the Jabberwocky toxin has been released in 		
CF | the sample gallery?" You see Alexis' face transform with fear and then 		
CF | quickly regain its defiant strength. 		
CF | 		
CF | "There is a way. There has got to be." 		
CF | 		
CF | "Perhaps," replies Jonas coolly. "However, it is not a viable solution 		
CF | in this crisis situation. There is no time. And, because I knew you 		
CF | would try this, you should know that I have destroyed the key to the 		
CF | cabinet containing the anti-toxin base and its formula. There is no 		
CF | way now. He too must be entombed here, with the rest of the monsters." 		
CF | 		
CF | Alexis' eyes distort and she opens her mouth to scream. You see her 		
CF | start to lunge forward, poised to attack. But the image, clear up to 		
CF | this point, suddenly cuts off, before the sound can escape her lips. 		
CF | 		
CF | > 		DavidW says, "Setting 414. Remember that."
		Knight_Otu says, "Noted."
Knight_Otu says (to ClubFloyd), "w" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Jonas' Room 		
CF | This room conveys the same sense of cleanliness and formal chill 		
CF | you've felt in the rest of the station, despite the soft cream sheets 		
CF | on the bed and an antique roll-top desk in the corner. Next to the 		
CF | desk are a simple dresser and a bookshelf. To the south is the 		
CF | bathroom door, and to the east the round room. 		
CF | 		
CF | You notice the blotter on the desk is now glowing faintly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch blotter" 		
CF | You feel a strong surge up your arm and the figures of Jonas, Alexis 		
CF | and Brett form in the room with you, clear and well defined. You can 		
CF | feel tension pulling the air and realize you're witnessing the middle 		
CF | of a fight. 		
CF | 		
CF | "Exactly what are you saying?" Brett says, taking one slow step 		
CF | towards Jonas. 		
CF | 		
CF | "Don't look at me like that," he says, staring the taller man down. 		
CF | "The decision is not mine, it never was mine." The words aren't even 		
CF | out of his mouth when Alexis explodes in rage. 		
CF | 		
CF | "You could have at least told us!" she shouts, her tone roaring with 		
CF | fury. "And you were obligated to tell David. You have deceived him as 		
CF | well as Brett and me, and it could mean his death. You have no right 		
CF | to refuse him the anti-toxin!" 		
CF | 		
CF | "I disagree, Dr. Stevansen. I am under direct orders from the 		
CF | Administrative Agency, which, unquestionably, gives me the right. 		
CF | While I understand your point, there is nothing to be done about it 		
CF | now, so please lower your voice." His tone is as solid as ice and he 		
CF | stares at Alexis with eyes of Arctic calm. His glare is so intense 		
CF | that Brett takes a half step back, even though the look was not 		
CF | directed at him. Alexis quivers, trying to hold her tongue. "What is 		
CF | imperative now," continues Jonas, "is that David must not find out what 		
CF | is going on. He is already markedly dangerous; an inflammation such as 		
CF | this could be disastrous." 		
CF | 		
CF | Brett moves to reply, but Alexis' voice flatly cuts him off. "And how 		
CF | long are we to allow this to go on?" 		
CF | 		
CF | "Until the toxin runs its complete course. The tests indicate that can 		
CF | not be any longer than a few weeks." 		
CF | 		
CF | Brett speaks, nearly babbling, his panic starting to become apparent, 		
CF | "But if he's slid this far in eight days, who knows what--" 		
CF | 		
CF | He stops short as Alexis, in a voice that allows no others, slowly, 		
CF | with pained calm, presents her own question. "And if, as the tests 		
CF | suggest, complete mental breakdown or death will occur once the toxin 		
CF | is allowed to run full course...?" 		
CF | 		
CF | "Then our results will be proved and we will be able to move on with 		
CF | the project." Here Jonas pauses for argument, but none comes, the 		
CF | others either shocked or frustrated into silence. "So, to summarize, 		
CF | despite David's requests, we are not to formulate nor administer any 		
CF | anti-toxin. If his pleas do become violent we may inject a placebo, 		
CF | but nothing more. Those are our orders. Hate me if you will, but it 		
CF | is my responsibility, as leader of this project, to follow orders." 		
CF | 		
CF | He turns to face Alexis but she has already started out the door, her 		
CF | face slack as if anaesthetized. Calmly, Jonas says to Brett, "Keep a 		
CF | close watch on her, and report to me." Brett looks at Jonas, equal 		
CF | parts hate and fear in his eyes. Jonas returns only ice. The vision 		
CF | fades. 		
CF | 		
CF | > 		Knight_Otu says, "This lot."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Bathroom 		
CF | Sparse and functional, the bathroom sports a small shower, sink, and 		
CF | toilet. The only other furnishing is a shattered mirror above the white 		
CF | basin. Jonas' room is to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Jonas' Room 		
CF | This room conveys the same sense of cleanliness and formal chill 		
CF | you've felt in the rest of the station, despite the soft cream sheets 		
CF | on the bed and an antique roll-top desk in the corner. Next to the 		
CF | desk are a simple dresser and a bookshelf. To the south is the 		
CF | bathroom door, and to the east the round room. 		
CF | 		
CF | You notice the blotter on the desk is now glowing faintly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF | Dining Room 		
CF | This sizable octagonal chamber is the dining/meeting room of the 		
CF | residential section. In one corner, a counter and a few appliances and 		
CF | cabinets designate the kitchenette. The only other fixture in the room 		
CF | is a metal table with four chairs, which seems dwarfed and isolated in 		
CF | the middle of the floor. An arch in the southeast wall leads to the 		
CF | round room and another door by the kitchenette in the southwest wall 		
CF | leads to a storage area. 		
CF | 		
CF | Both the kitchenette counter and the table glow blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch table" 		
CF | You press your fingers to the hard metal of the table, which flashes to 		
CF | life on contact. On each of the four sides sits one of the scientists, 		
CF | looking serious and tense. Jonas speaks, covering the tension with 		
CF | authority. 		
CF | 		
CF | "As you all know, the Telerus toxin, easily the most unique and perhaps 		
CF | the most astounding development to come from this lab, has finally been 		
CF | perfected. The anti-toxin too has been completed. However, there is a 		
CF | major obstacle in our path." He looks at the faces around the table. 		
CF | It is obvious they know all this, that he is recapping for formality's 		
CF | sake. "We must learn exactly what the effects on tellurgic capacity 		
CF | are from this drug before we can send it to other facilities outside 		
CF | this station, but we simply can not get this information from animal 		
CF | testing alone. We need to perform a human trial." He looks again from 		
CF | face to face, all of which have remained frozen. "I am asking, 		
CF | doctors, for a volunteer." 		
CF | 		
CF | No one moves for a long moment. You feel emotions in each of the 		
CF | faces, powerful, conflicting, and confused. Finally, his face 		
CF | betraying nothing, David says, "All right. There is no other way 		
CF | around it. I'll do it." Alexis gasps, but he does not respond, 		
CF | staring straight ahead at Jonas. 		
CF | 		
CF | Brett turns to him, his calm shattered. "Are you insane? Do you 		
CF | realize--" 		
CF | 		
CF | "Be quiet, Dr. Owen," states Jonas, his voice pushing down the speaker, 		
CF | while his eyes never leave David's. 		
CF | 		
CF | "I will not be quiet!" yells Brett, standing so abruptly you hear the 		
CF | joint of his left leg squeak. "Of all the cracked designs you've 		
CF | engaged us in, this is the most heinous!" 		
CF | 		
CF | "Please Brett, let me talk," says David, his tone almost serene. 		
CF | Unused to this from the younger scientist, Brett slowly sits. "You all 		
CF | know how I've dreamed to truly do something for science. This is my 		
CF | chance, finally. Obviously, I see it's dangerous, but we all need 		
CF | something that we're willing to risk our lives for. Something we can 		
CF | honestly belive in, and this is what I belive. Please, don't take it 		
CF | from me. I volunteer." Jonas says nothing, and the air is strained 		
CF | again. Neither Jonas or Brett see it, but you catch in your peripheral 		
CF | vision that David reaches over, under the table, and takes Alexis' 		
CF | hand. Her face staying solemn, as it has through all of this, she 		
CF | desperately grabs his hand with hers. Jonas nods, and you see her 		
CF | hands shudder and hold even tighter. 		
CF | 		
CF | "Thank you David," says Jonas, his tone flat as always, but a copy of a 		
CF | smile on his lips. "Everything is prepared. We shall begin the trial 		
CF | tomorrow." His voice takes on a hint of inflection, almost grandeur, 		
CF | as he continues, rising. "What we do here will be a boon to humanity 		
CF | beyond all reckoning, a marvel of true science for the future and for 		
CF | the purpose of bettering mankind--" 		
CF | 		
CF | The vision abruptly ends, the table deserted. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF | Residential Storage 		
CF | The storage area is a tiny rectangle, illuminated by one flickering 		
CF | panel light. A filter in the ceiling blows in chilly, damp air. 		
CF | Rudimentary metal shelves, some showing signs of rust, line the walls, 		
CF | covered with canned goods and sealed containers of food. Nothing 		
CF | perishable, and certainly nothing exceptional. In the northeast corner 		
CF | is the door, opposite which is a pegboard for hanging tools. The board 		
CF | is glowing faint blue. You also note one segment of shelves has 		
CF | collapsed, its contents lying on the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF | Dining Room 		
CF | This sizable octagonal chamber is the dining/meeting room of the 		
CF | residential section. In one corner, a counter and a few appliances and 		
CF | cabinets designate the kitchenette. The only other fixture in the room 		
CF | is a metal table with four chairs, which seems dwarfed and isolated in 		
CF | the middle of the floor. An arch in the southeast wall leads to the 		
CF | round room and another door by the kitchenette in the southwest wall 		
CF | leads to a storage area. 		
CF | 		
CF | Both the kitchenette counter and the table glow blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Round Room 		
CF | Despite the blank white walls and the colorless sunlight from the 		
CF | skylight above you, this circular chamber almost seems hospitable. The 		
CF | thin shag carpet that would be an abomination in any other setting 		
CF | seems to massage your feet after the freezing tiles of the hallway, and 		
CF | the air here is only cold, instead of the bone scratching chill you 		
CF | were growing accustomed to in the rest of the station. To the north, 		
CF | south, east, and west are identical steel doors, each bearing a name 		
CF | plate. Two arches, the only attempt you've seen so far at form rather 		
CF | than function in the design of this building, lead out to the northwest 		
CF | and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Antechamber 		
CF | This is a small diamond shaped room that provides a transition from 		
CF | the sharp, metal cold of the hall to the residential quarters beyond. 		
CF | Southeast and down a step is the entry area of the station, northwest 		
CF | and up a step are the quarters for the station crew. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF | Entry Area 		
CF | This is the southern end of a hall, which continues back to the 		
CF | north. To the east is a door with a card slot on the wall next to it, 		
CF | and opposite it, on the west wall, is a much larger, more complex door, 		
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, 		
CF | is another door, smaller than the other two, where the wall juts out 		
CF | slightly. The cold here is even stronger than in the rest of the 		
CF | building, and you shiver violently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Communications Room 		
CF | You are in some sort of communications center. Tall machines, 		
CF | barnacled with speakers and keyboards, crowd the tight space. The 		
CF | largest machine in the room stands directly in front of you and bears a 		
CF | screen covered in flashing figures. On the west wall, next to the 		
CF | door, the power box hangs open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | South Hall 		
CF | This hall extends far to the north and south, illuminated by white 		
CF | lights bright enough to make your head throb. To the east is the 		
CF | communications room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Center 		
CF | Three halls, to the north, south, and east, converge here. Each 		
CF | hall is framed with an identical metal door frame. Identical except 		
CF | for the east hall's door, which glows slightly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | North Hall 		
CF | This is the middle of a silent hall that continues to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | North End 		
CF | White light glares off steel and sanitary white tile at the end of 		
CF | this hall. To the west is a door with a small slot next to it, 		
CF | probably used for a card key of some kind. To the north is another 		
CF | door, with an odd object connected between the handle and the door 		
CF | frame. The northeast corner is filled with an imposing bulkhead 		
CF | covered with various bio-hazard labels. The hall continues to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinet" 		
CF | Against the wall is a steel cabinet, about waist high. At the bottom 		
CF | of its door is a heavy ring, parallel to another ring on the cabinet 		
CF | frame. Through these rings passes a heavy looking lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lock" 		
CF | Passing through two rings on the cabinet is a sturdy padlock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn), an ID card, a bible, a metal key, a 		
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red 		
CF | syringe, an amber marked syringe, a radiation suit (being worn), a 		
CF | green card, and a Telerus vial. The Telerus vial seems to contain the 		
CF | Telerus toxin. 		
CF | 		
CF | > 		DavidW asks, "I think there must be a new memory just east of here?"
Knight_Otu says (to ClubFloyd), "x battery" 		
CF | It's a large battery, about the same shape, though slightly smaller, 		
CF | than a car battery. One corner has been dented, causing a visible slit 		
CF | to open along the top edge of the battery. On the side of the battery 		
CF | is a sticker that reads: "Warning: Contents highly corrosive." 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Very Low. Repeat. Main Power Supply Very Low." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Medical Alcove 		
CF | The dominating element of this small cube is the color white. The 		
CF | walls are white, the stiff bed by the east wall is covered in white 		
CF | sheets, and the counter sticking out of the wall in the corner looks as 		
CF | though it were carved from snow. Even the air smells as if it has been 		
CF | scoured bare. 		
CF | 		
CF | The only hint of color in the room is the large sink set into the 		
CF | counter, which glows a silky blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch sink" 		
CF | There's a sharp tingle in your fingers, and you see that the sink is 		
CF | now filled with water. Brett stands right next to you, drying his 		
CF | quivering hands while David, in a loose hospital gown, sits on the bed, 		
CF | with Alexis to one side. Jonas is facing him, talking low. 		
CF | 		
CF | "You mustn't be afraid David," he says. "We have everything planned 		
CF | out, as you know. After the toxin is introduced, you will continue a 		
CF | light series of duties here, while we watch your reaction over time, 		
CF | and test your tellurgic abilities." He pauses, as David's eyes are 		
CF | drawn to Brett, who wordlessly fills a syringe from a vial marked 		
CF | "TELERUS TOXIN." Jonas continues, commanding David's attention. "We 		
CF | are all aware of the potential dangers of this, it's no use denying 		
CF | that. However, as it will only take a matter of minutes to formulate 		
CF | the anti-toxin when it's needed, and we have planned for every possible 		
CF | reaction to the toxin, the danger has been minimized to a fraction. 		
CF | Think of the boon you'll be giving to mankind. The ability to see the 		
CF | past, to--" 		
CF | 		
CF | Brett steps forward silently, Jonas stops. All is ready. David holds 		
CF | out his left arm for the needle. Alexis grasps his right hand, tight, 		
CF | a movement which Jonas coldly ignores. You see Alexis try to get David 		
CF | to look at her, but his eyes are caught on something in Brett's eyes 		
CF | that you can't see. You think it might be pity. The needle sinks in 		
CF | and you feel a pain in your left arm. Not so much a real pain, but the 		
CF | memory of the sting. The image fades. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Supply Closet 		
CF | This small circular room holds all manner of boxes and bottles on 		
CF | its recessed shelves. In some of the open boxes you see new test 		
CF | tubes, vials of unknown chemicals and the like. There are doors on 		
CF | both the west and north walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour battery on lock" 		
CF | You can't pour that! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open battery" 		
CF | You can't do that bare handed. 		
CF | 		
CF | > 		DavidW says, "It's the acid you need to pour, not the battery."
		DavidW says, "You also have an unused tool."
		Knight_Otu says, "I mean, yes, but also, it would be done so using the battery."
Knight_Otu says (to ClubFloyd), "open battery with screwdriver" 		
CF | You pry the top corner of the battery back, revealing the greenish acid 		
CF | inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour acid on lock" 		
CF | The acid sizzles on contact, but the thick steel of the lock and the 		
CF | rings is impervious. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinet" 		
CF | Against the wall is a steel cabinet, about waist high. At the bottom 		
CF | of its door is a heavy ring, parallel to another ring on the cabinet 		
CF | frame. Through these rings passes a heavy looking lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour acid on rings" 		
CF | The acid sizzles on contact, but the thick steel of the lock and the 		
CF | rings is impervious. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour acid on cabinet" 		
CF | The acid does a small amount of damage to the thick metal of the 		
CF | cabinet, but nothing useful. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x battery" 		
CF | The large battery has been pried open, revealing the greenish acid 		
CF | inside. On the side of the battery is a sticker that reads: "Warning: 		
CF | Contents highly corrosive." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lock" 		
CF | Passing through two rings on the cabinet is a sturdy padlock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open lock with screwdriver" 		
CF | I don't know how to open the heavy lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a gown (being worn), an ID card, a bible, a metal key, a 		
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red 		
CF | syringe, an amber marked syringe, a radiation suit (being worn), a 		
CF | green card, and a Telerus vial. The battery seems to contain a large 		
CF | quantity of battery acid. The Telerus vial seems to contain the 		
CF | Telerus toxin. 		
CF | 		
CF | > 		DavidW says, "The acid is the right idea. You just haven't found the cabinet's weakest point."
Knight_Otu says (to ClubFloyd), "x cabinet" 		
CF | Against the wall is a steel cabinet, about waist high. At the bottom 		
CF | of its door is a heavy ring, parallel to another ring on the cabinet 		
CF | frame. Through these rings passes a heavy looking lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x frame" 		
CF | I don't see any frame here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | Which door do you mean, the east door, the swinging doors, or the 		
CF | cabinet door? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cabinet" 		
CF | The steel door is held by two flimsy aluminum hinges on the right side 		
CF | and a heavy lock in the bottom left corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour acid on hinges" 		
CF | The acid eats away the flimsy hinges, and soon the door of the cabinet 		
CF | falls to the side, swinging from the still sturdy lock. In the safe 		
CF | are some notes, a glowing shelf, and the base vial. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get notes" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read them" 		
CF | notes: The papers are covered with diagrams and formulae, that you can 		
CF | not completely follow. The gist of it seems to be that by the Telerus 		
CF | toxin and the anti-toxin base will stay separate like oil and vinegar 		
CF | until thoroughly mixed. When the particles are thus intermingled, 		
CF | radiation, at a level unspecified in the notes, will activate the 		
CF | compound and form an anti-toxin that can reverse the effects of the 		
CF | Telerus within 15 to 45 minutes. The anti-toxin is unstable however, 		
CF | and will degenerate back into base and toxin components shortly after 		
CF | radiation if it's not injected. Re-mixing and radiating would then be 		
CF | necessary. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get base" 		
CF | You'll have to open the base vial first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get base vial" 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelf" 		
CF | In the cabinet is a metal shelf, dividing the cabinet space in half. 		
CF | The shelf glows an unnatural blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch it" 		
CF | As you bend and touch the metal shelf, you instantly see two people in 		
CF | your periphery. Without standing up, fearing it would dispel the 		
CF | image, you can make out Jonas' angled frame to your left and David's 		
CF | smaller one to your right. His hands are down, holding the vial and 		
CF | the notes that were in the cabinet when you first opened it. You also 		
CF | see the cabinet door is back on its hinges. 		
CF | 		
CF | "Well, that's basically all there is," says David, shuffling slowly 		
CF | through his notes. "We've perfected the Telerus toxin, and all the 		
CF | anti-toxin needs is to combine this base with a sample of the toxin and 		
CF | radiate it--I'll figure out at what level tomorrow--and that too will 		
CF | be done." 		
CF | 		
CF | "Do I detect displeasure in your voice, Dr. Telurien?" asks Jonas 		
CF | simply. 		
CF | 		
CF | "In a way, yes," says David, putting the base and the notes in the 		
CF | cabinet and shutting the door, which passes through your bent body 		
CF | without any effect. "I'm upset that we won't see it go any farther. 		
CF | If the Administrative Agency denies human tests, which they may be 		
CF | justified in doing, all this development will have been a dead end." 		
CF | 		
CF | "At my behest, the Agency is reconsidering human testing. With the 		
CF | anti-toxin now completed, they may allow it. And even if not, they are 		
CF | still greatly interested in the capabilities of the Telerus. We shall 		
CF | continue on. One way or another." He slides the lock solidly into the 		
CF | rings on the cabinet and the vision is gone, the cabinet door hanging 		
CF | open again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | The cabinet seems to contain a glowing shelf. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | Landing 		
CF | Despite the fluorescent tubes set into the walls, this landing on 		
CF | the staircase seems quite dark. Stairs go both up and down from this 		
CF | landing, and a door leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | Radiation Area 		
CF | This room is an elongated oval, with a staircase leading up at one 		
CF | end and a glass hatch at the other. Rather than the fluorescent tubes 		
CF | you've seen in the rest of the station, the room is lit by incandescent 		
CF | bulbs, each surrounded by a mesh cage. Many of these bulbs have burned 		
CF | out, leaving the room prey to milky shadows. The room is empty except 		
CF | for a large, slanted control panel near the steps. 		
CF | 		
CF | > 		DavidW asks, "I forget, can we save our game?"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | File to save game in > 		
CF | Saved. 		
CF | 		
CF | > 		Knight_Otu says, "We can."
		DavidW says, "Good. You can make a fatal mistake if you're not careful."
Knight_Otu says (to ClubFloyd), "x vial" 		
CF | Which vial do you mean, the Telerus vial, or the base vial? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "base" 		
CF | The vial is marked "Telerus Anti-Toxin (BASE ONLY)". In the base vial 		
CF | you see the anti-toxin base. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notes" 		
CF | The papers are covered with diagrams and formulae that you can not 		
CF | completely follow. The gist of it seems to be that the Telerus toxin 		
CF | and the anti-toxin base will stay separate like oil and vinegar until 		
CF | thoroughly mixed. When the particles are thus intermingled, radiation, 		
CF | at a level unspecified in the notes, will activate the compound and 		
CF | form an anti-toxin that can reverse the effects of the Telerus within 		
CF | 15 to 45 minutes. The anti-toxin is unstable however, and will 		
CF | degenerate back into base and toxin components shortly after radiation 		
CF | if it's not injected. Re-mixing and radiating would then be necessary. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open telerus vial" 		
CF | Opened. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open base vial" 		
CF | Opened. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour base into telerus vial" 		
CF | That would overfill the Telerus vial 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour telerus into base vial" 		
CF | That would overfill the base vial 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flask" 		
CF | The flask has a long, narrow neck with a tight-fitting cap and is 		
CF | embossed with the letters "HS1" in bright red. There's nothing in the 		
CF | flask but traces of the hormone formula, which stick to the sides of 		
CF | the flask. The flask is currently open. 		
CF | 		
CF | > 		Knight_Otu says, "That seems like a bad idea to mix in the hormone remnants."
Knight_Otu says (to ClubFloyd), "x amber" 		
CF | The syringe is marked with little amber lines for measuring. There's 		
CF | nothing in the amber syringe. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x red" 		
CF | The syringe is marked with little red lines for measuring. There's 		
CF | nothing in the red syringe. 		
CF | 		
CF | > 		DavidW says, "yup. You need to clean that flask first."
Knight_Otu says (to ClubFloyd), "u" 		
CF | Landing 		
CF | Despite the fluorescent tubes set into the walls, this landing on 		
CF | the staircase seems quite dark. Stairs go both up and down from this 		
CF | landing, and a door leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | The cabinet seems to contain a glowing shelf. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Supply Closet 		
CF | This small circular room holds all manner of boxes and bottles on 		
CF | its recessed shelves. In some of the open boxes you see new test 		
CF | tubes, vials of unknown chemicals and the like. There are doors on 		
CF | both the west and north walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Hall 		
CF | This is another empty hall of steel and tile, identical to the 		
CF | others in its cold construction. It continues to the north and ends in 		
CF | a junction to the south. Due perhaps to the utter silence in the hall, 		
CF | or simply the unbearable cold worming up through your bare feet, you 		
CF | find yourself, without thinking, walking on your tiptoes here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | Gallery Junction 		
CF | This smallish chamber, apparently a junction of hallways and rooms, 		
CF | is filled with light which washes in from a sliding glass door to the 		
CF | east. Through this door you see a huge, sparkling, room. A second 		
CF | sliding glass door, glowing with faint blue fire, is to the south, but 		
CF | a large warning flashes over it. Next to each of the glass doors is a 		
CF | card slot, identical to the ones in the halls. To the west is a large 		
CF | bulkhead, propped open with a metal pole, and flashing a red warning 		
CF | beacon similar to one on the south door. An open passage leads north. 		
CF | The only other feature of the room besides the doors is a small recess 		
CF | on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | Terran Gallery 		
CF | You are standing on a circular metal walkway midway between the 		
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the 		
CF | floor and up to another walkway curve along the walls to your left and 		
CF | your right, and a sliding glass door leads west into the hall. Easily 		
CF | the most stunning thing about the room is the light, which cascades 		
CF | down from above and trickles over the matrices of glass and steel that 		
CF | make up the walls. Looking closer, you see that these are cages; 		
CF | hundreds of cages of every size and geometry. Most appear empty, but 		
CF | some have their odd inmates. You see both recognizable lab animals, 		
CF | like rabbits and dogs, as well as other creatures. You stare at 		
CF | slithering shadows from out of your nightmares and blue balls of fur 		
CF | huddled in clusters. All the creatures seem to be emaciated and ill 		
CF | from neglect; you realize that those you thought were only sleeping are 		
CF | probably dead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF | Avian Gallery 		
CF | The cages here bend up towards the large dome of the ceiling, and 		
CF | appear to be made for flying creatures. This is an aviary out of a 		
CF | twisted dream: pale dactylic creatures, as large as a man, scratch 		
CF | about their empty cages, while a dozen violet hummingbirds lie dead in 		
CF | their adjacent cubicle. You notice that the railing along the walkway 		
CF | here flickers pale blue in one spot. A staircase curves down to the 		
CF | mid-level, and the door to one large cage hangs open to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Cage 		
CF | You peer cautiously around the open cage, trying not to breathe the 		
CF | musky, rotting air. Matted hair covers the ground, and lying in one 		
CF | corner, is a large, shadowy bulk. You make out a mass of wings 		
CF | covering the heap and realize it is the dead body of whatever creature 		
CF | lived in this cage. Judging by the bones and dark stains on the floor, 		
CF | it was a carnivore. To the south is the door of the cage, smashed 		
CF | open, next to which is a large bowl of water. 		
CF | 		
CF | > 		DavidW says, "oh, good, you remembered."
Knight_Otu says (to ClubFloyd), "clean flask" 		
CF | (with the bowl of water) 		
CF | You rinse and polish the flask clean. 		
CF | 		
CF | > 		Knight_Otu says, "You did make a point of noting it."
Knight_Otu says (to ClubFloyd), "s" 		
CF | Avian Gallery 		
CF | The cages here bend up towards the large dome of the ceiling, and 		
CF | appear to be made for flying creatures. This is an aviary out of a 		
CF | twisted dream: pale dactylic creatures, as large as a man, scratch 		
CF | about their empty cages, while a dozen violet hummingbirds lie dead in 		
CF | their adjacent cubicle. You notice that the railing along the walkway 		
CF | here flickers pale blue in one spot. A staircase curves down to the 		
CF | mid-level, and the door to one large cage hangs open to the north. 		
CF | 		
CF | > 		DavidW says, "I did. I'm a bad person."
Knight_Otu says (to ClubFloyd), "d" 		
CF | Terran Gallery 		
CF | You are standing on a circular metal walkway midway between the 		
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the 		
CF | floor and up to another walkway curve along the walls to your left and 		
CF | your right, and a sliding glass door leads west into the hall. Easily 		
CF | the most stunning thing about the room is the light, which cascades 		
CF | down from above and trickles over the matrices of glass and steel that 		
CF | make up the walls. Looking closer, you see that these are cages; 		
CF | hundreds of cages of every size and geometry. Most appear empty, but 		
CF | some have their odd inmates. You see both recognizable lab animals, 		
CF | like rabbits and dogs, as well as other creatures. You stare at 		
CF | slithering shadows from out of your nightmares and blue balls of fur 		
CF | huddled in clusters. All the creatures seem to be emaciated and ill 		
CF | from neglect; you realize that those you thought were only sleeping are 		
CF | probably dead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | Aquatic Gallery 		
CF | You are standing at the bottom of a large, well-like room, its 		
CF | shimmering walls stretching to a shining dome far above. The walls 		
CF | here are made not of cages but tanks, filled with water and other 		
CF | liquids. This is not a normal aquarium however, for among the familiar 		
CF | anemones and flounders are other creatures, half organic and half 		
CF | mechanical by their looks. A stairway curves up past a dark tank to 		
CF | the level above. 		
CF | 		
CF | In the center of the floor you see a faint patch of blue light. 		
CF | 		
CF | > 		DavidW says, "oh yes. This."
Knight_Otu says (to ClubFloyd), "touch patch" 		
CF | As you come in contact with the strangely shaped patch of light, it 		
CF | resolves itself into a spreading pool of dark liquid, then fades 		
CF | altogether. From far above you, you hear voices in heated argument. 		
CF | Though the voices are garbled horribly, you recognize the metal 		
CF | monotone of the first speaker as Jonas. You don't think you've ever 		
CF | heard the second speaker. 		
CF | 		
CF | "And just what," says Jonas, "do you intend on doing, Dr. Thorne? 		
CF | Disobeying direct orders from the Administration Agency?" 		
CF | 		
CF | "Jonas, what you are suggesting is not only completely amoral, it is 		
CF | fundamentally against natural law." 		
CF | 		
CF | "It is a direct order. We are not to judge such things, only to carry 		
CF | them out." 		
CF | 		
CF | "I've had enough of just carrying things out. Listen to Brett for 		
CF | once. We've developed things here that could wreak absolute chaos on 		
CF | mankind. It has to stop somewhere, and human tests for the Telerus 		
CF | toxin, which we haven't even perfected yet, will be that line for me." 		
CF | 		
CF | "Will it now?" Silence echoes down the shaft. "In that case, it is my 		
CF | absolute duty to this project, and to the Administrative Agency, to 		
CF | replace you with someone who will be more conducive to our goals." 		
CF | 		
CF | "You don't have that power." 		
CF | 		
CF | "Don't I?" There is the sound of a sudden struggle, muffled in static, 		
CF | and then a scream as a man's shadow plummets through the light of the 		
CF | dome, and fades out just before it smashes into the steel floor. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I suspected as much."
		DavidW says, "mmhm"
Knight_Otu says (to ClubFloyd), "u" 		
CF | Terran Gallery 		
CF | You are standing on a circular metal walkway midway between the 		
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the 		
CF | floor and up to another walkway curve along the walls to your left and 		
CF | your right, and a sliding glass door leads west into the hall. Easily 		
CF | the most stunning thing about the room is the light, which cascades 		
CF | down from above and trickles over the matrices of glass and steel that 		
CF | make up the walls. Looking closer, you see that these are cages; 		
CF | hundreds of cages of every size and geometry. Most appear empty, but 		
CF | some have their odd inmates. You see both recognizable lab animals, 		
CF | like rabbits and dogs, as well as other creatures. You stare at 		
CF | slithering shadows from out of your nightmares and blue balls of fur 		
CF | huddled in clusters. All the creatures seem to be emaciated and ill 		
CF | from neglect; you realize that those you thought were only sleeping are 		
CF | probably dead. 		
CF | 		
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply 		
CF | Very Low. Repeat. Main Power Supply Very Low." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Gallery Junction 		
CF | This smallish chamber, apparently a junction of hallways and rooms, 		
CF | is filled with light which washes in from a sliding glass door to the 		
CF | east. Through this door you see a huge, sparkling, room. A second 		
CF | sliding glass door, glowing with faint blue fire, is to the south, but 		
CF | a large warning flashes over it. Next to each of the glass doors is a 		
CF | card slot, identical to the ones in the halls. To the west is a large 		
CF | bulkhead, propped open with a metal pole, and flashing a red warning 		
CF | beacon similar to one on the south door. An open passage leads north. 		
CF | The only other feature of the room besides the doors is a small recess 		
CF | on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | As you step into the small room, you notice an open vial on the floor 		
CF | marked "Jabberwocky Toxin: DANGER--FATAL" and you surmise that that 		
CF | was the cause of the warning lights. You make sure your suit is 		
CF | carefully sealed, and look around. 		
CF | 		
CF | Toxin Gallery 		
CF | This room is quite dim, illuminated only by red lights above and 		
CF | light coming through the glass door to the north, which is also the 		
CF | room's only exit. Inset in the walls are row upon row of brackets, 		
CF | holding small glass vials, scores of them, which glitter like stars in 		
CF | the artificial night of the room. Large glass panels slide on tracks 		
CF | over the brackets to protect the fragile looking objects. One open 		
CF | section of brackets, right in front of you, is surrounded by a sort of 		
CF | metal frame to set it off from the rest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Gallery Junction 		
CF | This smallish chamber, apparently a junction of hallways and rooms, 		
CF | is filled with light which washes in from a sliding glass door to the 		
CF | east. Through this door you see a huge, sparkling, room. A second 		
CF | sliding glass door, glowing with faint blue fire, is to the south, but 		
CF | a large warning flashes over it. Next to each of the glass doors is a 		
CF | card slot, identical to the ones in the halls. To the west is a large 		
CF | bulkhead, propped open with a metal pole, and flashing a red warning 		
CF | beacon similar to one on the south door. An open passage leads north. 		
CF | The only other feature of the room besides the doors is a small recess 		
CF | on the east wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Hall 		
CF | This is another empty hall of steel and tile, identical to the 		
CF | others in its cold construction. It continues to the north and ends in 		
CF | a junction to the south. Due perhaps to the utter silence in the hall, 		
CF | or simply the unbearable cold worming up through your bare feet, you 		
CF | find yourself, without thinking, walking on your tiptoes here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Lab Entrance 		
CF | At this end of the hall are a pair of large, swinging doors which 		
CF | lead north. Through portholes in the doors, you can see an odd 		
CF | collection of scientific and medical equipment. A smaller door is set 		
CF | in the east wall and the hall continues to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Lab Hall III 		
CF | You are standing at the eastern end of a long vaulted room filled 		
CF | with scientific equipment: the lab hall, the heart of the Babel 		
CF | station. A large steel table here, identical to other tables farther 		
CF | down the hall, is half covered with various instruments and papers in a 		
CF | jumbled mess. The other half of the table is cleared except for three 		
CF | small cages, which glow blue. Against the north wall is a white metal 		
CF | cabinet, and swinging double doors in the south wall lead out of the 		
CF | lab. A smaller door is to the east, while the lab hall continues to 		
CF | the west. 		
CF | The cabinet seems to contain a glowing shelf. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall II 		
CF | This is the center of a large, grey hall: something like a cross 		
CF | between a hospital operating room and a chemistry lab. Along the north 		
CF | wall is a bank of dark computers, while what you think is an electron 		
CF | microscope sits next to the south wall, silently glowing blue. In the 		
CF | center of the room is another large metal table, covered with balances, 		
CF | beakers and test tubes. The lab extends away to the east and west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | Lab Hall I 		
CF | You are standing at the far western end of the lab hall, which runs 		
CF | back east. A heavy bulkhead dominates the southwest corner of the 		
CF | room, while a staircase along the south wall leads down. In the middle 		
CF | of the room, two steel tables have been pushed together to form a 		
CF | larger surface, apparently used for dissection. At the moment, two 		
CF | frogs lay opened on the table, the formaldehyde barely keeping away the 		
CF | dying scent of decay. Over the rest of the table are various 		
CF | dissecting implements and a pair of simple microscopes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | Landing 		
CF | Despite the fluorescent tubes set into the walls, this landing on 		
CF | the staircase seems quite dark. Stairs go both up and down from this 		
CF | landing, and a door leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | Radiation Area 		
CF | This room is an elongated oval, with a staircase leading up at one 		
CF | end and a glass hatch at the other. Rather than the fluorescent tubes 		
CF | you've seen in the rest of the station, the room is lit by incandescent 		
CF | bulbs, each surrounded by a mesh cage. Many of these bulbs have burned 		
CF | out, leaving the room prey to milky shadows. The room is empty except 		
CF | for a large, slanted control panel near the steps. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf5" 		
CF | File to save game in > 		
CF | Saved. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour base in flask" 		
CF | Done. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pour telerus in flask" 		
CF | Done. 		
CF | 		
CF | > 		DavidW says, "Should be mostly smooth sailing now."
Knight_Otu says (to ClubFloyd), "close flask" 		
CF | Closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shake flask" 		
CF | The Telerus toxin and the anti-toxin base bubble violently as they are 		
CF | combined. The reaction lasts only a few seconds, creating the inactive 		
CF | Telerus anti-toxin. 		
CF | 		
CF | > 		Roger says, "that's what the scientists thought last time"
		DavidW says, "yes well"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "open chamber" 		
CF | Opened. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put flask in it" 		
CF | Done. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close it" 		
CF | The clean flask is already closed! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close chamber" 		
CF | Closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x panel" 		
CF | A few steps from the staircase is a broad board, covered with all 		
CF | manner of meters and LEDs, as well as a number of controls. The most 		
CF | prominent of these is an oversized black button, surrounded by black 		
CF | and yellow stripes and marked "RADIATE". Also on the control panel are 		
CF | a small blue button, a white switch, a dial, and a card slot with a 		
CF | green plastic outline. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set dial to 414" 		
CF | Okay, it's now turned to 414. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put green in slot" 		
CF | Done. As you insert the card, there is a loud hissing noise as two 		
CF | panels of Plexiglas slide over the hatch at the other end of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push radiate" 		
CF | You hear a calm electric voice say "Please seal the radiation chamber 		
CF | door before attempting radiation. Thank you." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x blue" 		
CF | Next to what appears to be a complex thermometer is a small blue 		
CF | button. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x white" 		
CF | Which white do you mean, the gown, or the white switch? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch" 		
CF | The wide switch is made of white plastic. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push it" 		
CF | You flip the switch and a hissing noise comes from the hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push radiate" 		
CF | You hear a loud humming noise and a sharp light pierces the room from 		
CF | behind the hatch. In a moment it fades and a mechanical voice says, 		
CF | "Radiation complete." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chamber" 		
CF | The heavy Plexiglas panels keep you from opening the hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get green card" 		
CF | Taken. As you remove the card from the slot, the Plexiglas panels over 		
CF | the hatch slide slowly back into the walls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chamber" 		
CF | You reach towards the door to open it and nearly burn your hand on the 		
CF | hot metal. You're going to need to cool down the chamber before you 		
CF | can open it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x blue" 		
CF | Next to what appears to be a complex thermometer is a small blue 		
CF | button. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push it" 		
CF | As you press the button, you hear a hiss and see the glass door mist 		
CF | up. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chamber" 		
CF | The door seems sealed shut. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push white" 		
CF | You flip the switch and a hissing noise comes from the hatch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chamber" 		
CF | Opened. 		
CF | 		
CF | > 		Knight_Otu says, "This radiation business is surproisingly coimplicayted."
Knight_Otu says (to ClubFloyd), "get flask" 		
CF | You take the flask out of the chamber, and stare at the emerald liquid 		
CF | inside. This is the anti-toxin, the cure. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | Opened. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fill red with anti-toxin" 		
CF | Done. 		
CF | 		
CF | > 		DavidW says, "Hurry. Remember the anti-toxin is unstable."
Knight_Otu says (to ClubFloyd), "inject red" 		
CF | You look warily at the fluid in the syringe. Is this indeed the 		
CF | solution, the cure which will return you to your normal self and give 		
CF | you back your memories? Or is it possible that you've missed a step in 		
CF | the formulation, overlooked some necessary compound? There is only one 		
CF | way to find out. Not noticing the pain, you push the needle into your 		
CF | arm and depress the plunger. 		
CF | 		
CF | 		
CF | Immediately, an itching fire starts spreading along your arm. It flows 		
CF | through your bloodstream towards your head, singeing nerves as it 		
CF | travels. You sense it coming, know it will reach your brain in a 		
CF | matter of minutes. You feel it slowly explode through your chest, and 		
CF | then your neck. Minutes lengthen, and then your eyes begin to fade. 		
CF | The pain, coursing through your body, is numbing. You feel an itching 		
CF | darkness come, and the ground pulls you towards it. Darkness. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Darkness. You hear a shifting voice talking to someone miles away. 		
CF | The voice whispers, "Main power supply failing. Switching to auxiliary 		
CF | power supply. Switching to auxiliary power supply." The pain is not 		
CF | gone. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Darkness. But it is a different darkness; colder but without 		
CF | suffering. One by one, you feel yourself opening eyes within you. 		
CF | Memories tip-toe back. Your revolutionary treatise on biological 		
CF | memory; your invitation to work here, at this mysterious and wonderful 		
CF | place. Your meeting Alexis, and your falling in love with her gentle 		
CF | hands and honeyed hair. The need for the human trial, the 		
CF | volunteering. The nightmare. Your slow loss of memories, sanity. 		
CF | Blocks of black time that you could not recall, periods of 		
CF | uncontrollable anger and power. Being locked in your room. Sneaking 		
CF | out. Releasing the Jabberwocky in a wild, mindless fit. Hiding; half 		
CF | mad, half starved. Something else... 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Darkness, but your eyes are open. The floor is hard and cold with 		
CF | reality. It takes all your strength to return to your feet in the 		
CF | gloom. The power must have gone off again. You breathe slowly. You 		
CF | slowly look over your body, familiar now. You are yourself again, sane 		
CF | and safe. But you are still abandoned somewhere in the Arctic. What 		
CF | now? 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | Radiation Area 		
CF | The darkness here is tangible, a lapping sea of black. It feels as 		
CF | though it is trying to swallow you, and you keep one foot on the stairs 		
CF | as some sort of anchor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF | Landing 		
CF | The darkness floods down like water from above and puddles at the 		
CF | bottom of the stairs below you. By memory you know that staircases 		
CF | from here lead up and down. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF | Lab Hall I 		
CF | The room is high and overflowing with darkness. The hall continues 		
CF | off to the east; you feel its vastness and shiver in the darkness. To 		
CF | the west a small flashing green light next to the bulkhead periodically 		
CF | pricks the blackness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF | You step through the door into the north end of the main hall, where 		
CF | you first woke up. The power off, it seems darker now than before. 		
CF | However, your eye falls on the bulky lock on the north door. At the 		
CF | sight, a fragment of memory returns to you. You remember lying on the 		
CF | floor, looking up, as the door swung closed and a pattern of colored 		
CF | lights flashed on the device. A moment later you were unconscious on 		
CF | the floor. With eerie clarity, you remember the pattern of lights, and 		
CF | press the colored buttons in that pattern. The lock swings aside, and 		
CF | the door blows open. 		
CF | 		
CF | North End 		
CF | The cold air gushing in from the north fills you with a sense of 		
CF | dread and urgency. Behind the north door is a ladder leading up, and 		
CF | some vague memory impels you to climb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | Courtyard 		
CF | You clamber up the ladder against the rush of grey wind. Midway up, 		
CF | you stop, clinging to the rungs with white knuckles. Your mind reels 		
CF | as if it were falling into itself. Part of you feels pushed onward 		
CF | toward the top, nagged on by the edge of memory. But that same urge 		
CF | makes your stomach turn in fear and revulsion. What is it? The memory 		
CF | itself escapes you. You've come this far though. You plow upward into 		
CF | the light. 		
CF | 		
CF | You come out into a courtyard, surrounded by high cinderblock walls and 		
CF | filled with sun reflected off the white ground. You shudder with 		
CF | relief when you see in the center of the small enclosure a sleek black 		
CF | helicopter, a way out. Relief does not last long. You glimpse in the 		
CF | corner of your eye a shape on the ground. No, two shapes. Prostrate 		
CF | on the earth. Sick blue grey with frost. Chests covered in something 		
CF | matted dark brown and black. You can not make out the faces under the 		
CF | ice forming there, but you know who they are. The last memory oozes 		
CF | into focus. 		
CF | 		
CF | 		
CF | Anger. Such uncontrollable anger. And power with it, like you'd never 		
CF | known. They poisoned you. They locked you in your room. Left you to 		
CF | die. But you got out. You would get even. You waited, you hid, you 		
CF | listened. Brett left. But Jonas was still here. Jonas who must die. 		
CF | You listened. They were about to escape, Alexis had gone to the 		
CF | courtyard, Jonas to turn off the power. You climbed up the ladder. 		
CF | 		
CF | How could you have forgotten the look on her face when you came up into 		
CF | the yard? Her bottomless brown eyes, crushed with emotion. Confusion, 		
CF | pity, love, terror. She half gasped, half cried, but no sound came 		
CF | out. Only now do you realize what you must have looked like to her. 		
CF | Your clothes torn and dirty, reeking with furious sweat; your posture 		
CF | more simian than human; and your eyes, dilated so crazily that their 		
CF | white was hardly visible any more. But her revulsion confused you 		
CF | then, wild as you were with anger and insanity. Why did she look at 		
CF | you like that? Where was the love, the warm embrace? Why were there 		
CF | tears? Then she screamed, clearly this time. Why? Why did she 		
CF | scream? You heard panting behind you. Jonas came into the yard. His 		
CF | whole body shook when he saw you. He nearly fell back down the ladder. 		
CF | But he did not. He was here now. And he must die. 		
CF | 		
CF | You leapt. There were more screams. You did not hear them. He ran, 		
CF | but could not run. You pinned him and pummeled his chest until it 		
CF | caved in. His eyes bulged. Blood ran. She was still screaming. And 		
CF | crying. Louder and louder. Why? Why? Louder. Why? Her face was 		
CF | crazed. Terrified. You walked over to her. She did not stop crying. 		
CF | Why? You hit her to make her stop. It got louder. You hit her again. 		
CF | And again. And again. She stopped. It was quiet. You took a few 		
CF | steps back. You did not see the opening. You fell down the well and 		
CF | out into the hall. You were hurt. Before you went into darkness, an 		
CF | updraft sucked the door closed. Lights flashed. Darkness. 		
CF | 		
CF | 		
CF | You find yourself on the ground, your hands against your ears, the 		
CF | tears cold as acid on your cheeks. This is what it came to. At your 		
CF | hand. Slowly you stand, trying hard not to look at the bodies. The 		
CF | keys are in the helicopter, and you turn them mechanically. You 		
CF | realize that you are gasping for breath. A distant part of your mind 		
CF | tells you that you might be entering shock. You turn on the guidance 		
CF | system and drift upwards from the yard. You feel the machine turn and 		
CF | head south, away from the fallen ruins of Babel. 		
CF | 		
CF | 		
CF | You have finished Babel 		
CF | 		
CF | In a total of 667 turns, you have achieved a score of 21 points out of 		
CF | a possible 22. 		
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: > 		DavidW says, "congrats!"
		Knight_Otu says, "And of course we're one point short. And worse, a double murderer."
		DavidW says, "yeah."
		DavidW says, "I could check my walkthrough for the missing point. Possibly you get one point per memory."
		Knight_Otu says, "Bet there's a new memory in the shed."
		DavidW says, "maybe? I dunno."
		DavidW says, "[LINK]"
		Knight_Otu says, "I'm not going toworry much about that last memory. Chances are that it is as uplifting as the rest of them."
		DavidW says, "I'm not sure which one we missed."
		Knight_Otu asks, "I think we can call it for the day, though? Just one hour, but filled with death and ethical decay?"
		DavidW says, "yeah, that's okay. We can stop here. Maybe think of what to play next week."
MoyTravis 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 says, "We could use something that doesn't involve disease."
		DavidW says, "yeah."
		Knight_Otu exclaims, "So, until next week then. Stay safe and take care!"



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ClubFloyd Transcript:
Tristam Island by Hugo Labrande
As played on ifMUD on September 12 & 26, October 3 & 10, 2021

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 Tristam Island written by Hugo Labrande. Tristam Island was released in late 2020. 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 tristam" 		
CF ] Immaculate beach Score: 0, Turns: 0 		
CF | You lift your eyes up to the island and sigh. 		
CF | 		
CF | It was just supposed to be a trip like so many you've flown, taking 		
CF | your small airplane to a remote island in the south Atlantic Ocean to 		
CF | deliver medicine and spare parts. You thought you'd be back by sunset, 		
CF | but a storm like you've never seen before whipped up out of nowhere 		
CF | and battered your airplane. You were losing altitude so fast, you had 		
CF | no choice but to take your parachute and ditch the plane in the drink. 		
CF | You're extremely lucky to have spotted this small island, a tall chunk 		
CF | of rock in the middle of the ocean. It saved you from certain death; 		
CF | but you can't stay on this island forever. You'll have to explore and 		
CF | see what you're working with. 		
CF | 		
CF | You look back down and sigh. 		
CF | 		
CF | 		
CF | TRISTAM ISLAND 		
CF | By Hugo Labrande. 		
CF | Release 2 / Serial number 201128 / Inform v6.34 PunyInform v1.8 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		Jacqueline says, "Oh, this sounds inspired by Antoine de Saint-Exupéry."
		MoyTravis asks, "Hmm, this came out ~1 year ago?"
		MoyTravis asks, "It's apparently commercial, did it start that way?"
		Jacqueline says, "Yes. It's been commercial from the start."
		DavidW says, "try ABOUT or CREDITS"
		Roger asks, "has logging actually started this time?"
		Jacqueline says, "It may not be Saint-Exupéry. He doesn't list that in the credis, and I would think he would. Just a coincidence."
		MoyTravis says, "itch.io lists 36 (!) platforms? Well. If that's his jam."
		Jacqueline says (to Roger), "Logging actually started last time, it just dropped. But yes, it's going."
DavidW says (to ClubFloyd), "about" 		
CF ] Immaculate beach Score: 0, Turns: 1 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | [The author would like to thank: 		
CF | Infocom, creators of the Z-Machine and of so many awesome adventure 		
CF | games that we're still using their tools 40 years after; 		
CF | Graham Nelson, creator of Inform 6; 		
CF | Andrew Plotkin, for his hard work and dedication to fixing the Inform 		
CF | 6 compiler's bugs that had prevented z3 releases for years; 		
CF | Fredrik Ramsberg and Johan Berntsson, for the amazing PunyInform 		
CF | library, and many optimizations and bugfixes; 		
CF | My testers: Manon Burz-Labrande, CrocMiam, Steve Flintham, 		
CF | Grimmnebulin, Brennen Kinch, Juhana Leinonen, Samuel Verschelde, Mark 		
CF | Walker, Jack Welch; 		
CF | The players who reported bugs in the initial release: Chris Carter, 		
CF | Richard Hawkins, Tiffany Zhao; 		
CF | All the programmers and maintainers of interpreters, which keep the 		
CF | Z-Machine alive on so many platforms; 		
CF | Stefan Vogt, for his help setting up ports of this game, and his 		
CF | detailed answers to my technical questions; 		
CF | And last but not least, my wife and my kids, for their love, support, 		
CF | and patience.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Immaculate beach Score: 0, Turns: 2 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You're doing OK, all things considered. Still a bit shaken by the 		
CF | accident, but this island sure is interesting and warrants further 		
CF | exploration. You are fairly confident you will manage to escape, one 		
CF | way or another. You don't really know why -- just a hunch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Immaculate beach Score: 0, Turns: 3 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a matchbook (in your pocket, containing a few 		
CF | matches). 		
CF | 		
CF | > 		DavidW says, "okay, we have one tool. Yay."
		DavidW says, "I'm thinking we should try NE first, since it was listed first. Maybe we can climb the boulder for a better view."
		Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "ne" 		
CF ] End of the beach Score: 0, Turns: 4 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | End of the beach 		
CF | The beach on the south end of the island stops here; behind the large 		
CF | boulder, the coast turns into steep rocks that form a small cove to 		
CF | the north. The rest of the beach extends southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x boulder" 		
CF ] End of the beach Score: 0, Turns: 5 		
CF | > 		
CF | > X BOULDER 		
CF | 		
CF | A large rock formation, worn smooth by the tide but not quite detached 		
CF | from the rest of the island, marks the end of the beach. Behind it, 		
CF | the eastern shore of the island mostly consists of jagged rocks and 		
CF | shallow tidal pools. 		
CF | 		
CF | > 		MoyTravis says, "It has a "dreamcast.zip" apparently. Is that, uh, like, the old video game console? Lord, he's compiled it for graphic calculators. In awe of this dev's commitment to putting it on every system he can find."
DavidW says (to ClubFloyd), "x rocks" 		
CF ] End of the beach Score: 0, Turns: 5 		
CF | > 		
CF | > X ROCKS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis says, "Graphing calculators, even."
DavidW says (to ClubFloyd), "x pools" 		
CF ] End of the beach Score: 0, Turns: 5 		
CF | > 		
CF | > X POOLS 		
CF | 		
CF | Sorry, I don't understand what "pools" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rock" 		
CF ] End of the beach Score: 0, Turns: 6 		
CF | > 		
CF | > TAKE ROCK 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb boulder" 		
CF ] End of the beach Score: 0, Turns: 7 		
CF | > 		
CF | > CLIMB BOULDER 		
CF | 		
CF | You're not very good at climbing smooth rocks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push boulder" 		
CF ] End of the beach Score: 0, Turns: 8 		
CF | > 		
CF | > PUSH BOULDER 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		MoyTravis says, "Let's look in the tidal pools for critters."
		DavidW asks, "North next?"
		DavidW asks (of Moy), "Didn't I try to examine pools?"
		Jacqueline says, "You did."
Jacqueline says (to ClubFloyd), "x ocean" 		
CF ] End of the beach Score: 0, Turns: 9 		
CF | > 		
CF | > X OCEAN 		
CF | 		
CF | The immense Atlantic Ocean surrounds the island; you are probably 		
CF | hundreds of miles away from the closest inhabited coastline. The water 		
CF | is surprisingly not too cold; you could swim easily in it. 		
CF | 		
CF | > 		MoyTravis says, "No, you did."
		MoyTravis says, "RIP, no critters."
Jacqueline says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 0, Turns: 10 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a boulder on the sandy beach, northwest of you. There doesn't seem to 		
CF | be anything here in the turbid water. 		
CF | 		
CF | > 		MoyTravis asks, "So, can we die? If we swim out will it let us drown?"
		DavidW says, "interesting that we're invited to try swimming."
		DavidW says, "I guess there must be something sunken somewhere, but not here."
		Jacqueline says, "There's nothing 'here' in the turbid water... hm."
		Jacqueline says, "Yeah"
DavidW says (to ClubFloyd), "d" 		
CF ] In the ocean Score: 0, Turns: 11 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] End of the beach Score: 0, Turns: 12 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | End of the beach 		
CF | The beach on the south end of the island stops here; behind the large 		
CF | boulder, the coast turns into steep rocks that form a small cove to 		
CF | the north. The rest of the beach extends southwest. 		
CF | 		
CF | > 		Jacqueline says, "Okay, turning the keys back over to ya, David."
DavidW says (to ClubFloyd), "n" 		
CF ] Cove Score: 0, Turns: 13 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cove 		
CF | This small cove is made of a steep beach made of wet sand; the waves 		
CF | are a little more turbulent here, and there seems to be movement 		
CF | deeper in the waters. The part of the island that rises behind you is 		
CF | a steep hill covered in trees, curving up to what seems to be a 		
CF | plateau; this is probably not a good approach for the climb. From 		
CF | here, you can follow the coast by walking in shallow waters, towards 		
CF | the northwest or the south. 		
CF | 		
CF | > 		DavidW says, "I'm interpreting options as NW, S, SWIM, or UP."
DavidW says (to ClubFloyd), "dig sand" 		
CF ] Cove Score: 0, Turns: 14 		
CF | > 		
CF | > DIG SAND 		
CF | 		
CF | Digging would achieve nothing here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x water" 		
CF ] Cove Score: 0, Turns: 15 		
CF | > 		
CF | > X WATER 		
CF | 		
CF | The immense Atlantic Ocean surrounds the island; you are probably 		
CF | hundreds of miles away from the closest inhabited coastline. The water 		
CF | is surprisingly not too cold; you could swim easily in it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 0, Turns: 16 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a small cove, west of you. You take a closer look at the sea; after a 		
CF | moment, you spot some movement below the surface a few feet away from 		
CF | you. It looks like this is a good area for fishing. 		
CF | 		
CF | > 		Roger says, "drink it"
		DavidW asks, "Drink OCEAN water?"
		Roger says, "it's delicious"
DavidW says (to ClubFloyd), "drink water" 		
CF ] In the ocean Score: 0, Turns: 17 		
CF | > 		
CF | > DRINK WATER 		
CF | 		
CF | Ocean water is hardly drinkable. 		
CF | 		
CF | > 		Roger says, "FINE"
		DavidW says, "The ocean didn't agree with you."
DavidW says (to ClubFloyd), "w" 		
CF ] Cove Score: 0, Turns: 18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Cove 		
CF | This small cove is made of a steep beach made of wet sand; the waves 		
CF | are a little more turbulent here, and there seems to be movement 		
CF | deeper in the waters. The part of the island that rises behind you is 		
CF | a steep hill covered in trees, curving up to what seems to be a 		
CF | plateau; this is probably not a good approach for the climb. From 		
CF | here, you can follow the coast by walking in shallow waters, towards 		
CF | the northwest or the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Cove Score: 0, Turns: 19 		
CF | > 		
CF | > U 		
CF | 		
CF | The cliffs around the island are very tall, and you're not a very good 		
CF | climber. 		
CF | 		
CF | > 		DavidW asks, "so... NW?"
DavidW says (to ClubFloyd), "x sand" 		
CF ] Cove Score: 0, Turns: 20 		
CF | > 		
CF | > X SAND 		
CF | 		
CF | The beach angles slightly downhill towards the sea. It is made of 		
CF | yellow, compact sand; the high tide probably submerges the beach every 		
CF | time. 		
CF | 		
CF | > 		Jacqueline asks, "Sure. Eventually we will go fishing, I guess?"
DavidW says (to ClubFloyd), "make sandcastle" 		
CF ] Cove Score: 0, Turns: 21 		
CF | > 		
CF | > MAKE SANDCASTLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "make castle"
DavidW says (to ClubFloyd), "make castle" 		
CF ] Cove Score: 0, Turns: 22 		
CF | > 		
CF | > MAKE CASTLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW asks, "It knows 'make'?"
		Jacqueline says, "Ha. On my end the game paused hard when you typed that."
		Jacqueline says, "I got excited."
		DavidW says, "Sometimes it works."
		Jacqueline says, "yep"
DavidW has disconnected. 		
DavidW has connected. 		Jacqueline says, "It also sort of implies we will climb that hill eventually, just not from this direction."
		MoyTravis says, "Oh dear."
		DavidW says, "got disconnected"
		DavidW asks, "what happened?"
		Jacqueline says, "Nothing."
		MoyTravis says, "Nothing, I think."
		DavidW asks, "NE?"
		Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "ne" 		
CF ] Cove Score: 0, Turns: 23 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Northeastern tip Score: 0, Turns: 24 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Northeastern tip 		
CF | You reach what appears to be the end of the beach on this side of the 		
CF | island. The steep terrain to the southwest is impenetrable, but you 		
CF | might be able to walk in shallow waters and follow the coast towards 		
CF | the southeast, where the island retreats and forms a small cove. You 		
CF | could also follow the beach by going west. 		
CF | 		
CF | > 		DavidW says, "West, I suppose."
		Jacqueline says, "Or into the ocean, yeah."
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 0, Turns: 25 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | the northeastern tip of the island, southwest of you. There doesn't 		
CF | seem to be anything here in the turbid water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Northeastern tip Score: 0, Turns: 26 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northeastern tip 		
CF | You reach what appears to be the end of the beach on this side of the 		
CF | island. The steep terrain to the southwest is impenetrable, but you 		
CF | might be able to walk in shallow waters and follow the coast towards 		
CF | the southeast, where the island retreats and forms a small cove. You 		
CF | could also follow the beach by going west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 0, Turns: 27 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. And then, you spot an incredible sight: a small 		
CF | fishing boat, moored to a long wooden dock. Unbelievable! A trace of 		
CF | human life on this island! And then you spot something else. A 		
CF | rickety-looking platform is resting on the beach, right against the 		
CF | side of the cliff; it looks like it rises all the way up to the top of 		
CF | the cliff with a rope-and-pulley mechanism. The beach continues 		
CF | southwest and east. 		
CF | 		
CF | > 		MoyTravis says, "Huh I guess somebody beat us to the island."
DavidW says (to ClubFloyd), "x rope" 		
CF ] Northern cliffs Score: 0, Turns: 28 		
CF | > 		
CF | > X ROPE 		
CF | 		
CF | Your eyes follow the very long rope running alongside the cliff. It is 		
CF | tied to a sort of arch, a thick curved metal bar fused to both sides 		
CF | of a rudimentary platform; the platform is currently on the beach. The 		
CF | rope then runs up to a pulley mechanism that is installed at the top 		
CF | of the cliff, then back down; that end of the rope lies on the beach. 		
CF | The bucket-like platform looks large enough to carry a fisherman and 		
CF | perhaps a large haul of fish, all the way up the cliff. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull rope" 		
CF ] Northern cliffs Score: 0, Turns: 29 		
CF | > 		
CF | > PULL ROPE 		
CF | 		
CF | You pull on the rope and, with some effort, manage to raise the 		
CF | platform by a few feet. You don't see the point of going any higher; 		
CF | you carefully let the rope go until the platform is once again on the 		
CF | ground. 		
CF | 		
CF | > 		DavidW says, "x boat"
DavidW says (to ClubFloyd), "x boat" 		
CF ] Northern cliffs Score: 0, Turns: 30 		
CF | > 		
CF | > X BOAT 		
CF | 		
CF | A small fishing boat is moored here; unfortunately, there is a crack 		
CF | in the hull that lets water come in the boat, making it unusable. A 		
CF | wide compartment made of wood is at the stern of the boat. The 		
CF | compartment is closed. 		
CF | 		
CF | > 		DavidW says, "I am SO tempted to open the compartment from here."
DavidW says (to ClubFloyd), "x crack" 		
CF ] Northern cliffs Score: 0, Turns: 30 		
CF | > 		
CF | > X CRACK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Try it, sure"
DavidW says (to ClubFloyd), "open compartment" 		
CF ] Northern cliffs Score: 0, Turns: 31 		
CF | > 		
CF | > OPEN COMPARTMENT 		
CF | 		
CF | You run your fingers around the compartment, and manage to find a way 		
CF | to pop it open. Inside, you find a fishing rod, a fishing net and a 		
CF | fishing knife. 		
CF | 		
CF | > 		Jacqueline says, "I mean, I don't think it's a separate location, so."
		DavidW says, "ha. I love bugs like this."
		Jacqueline says, "Aw yeah. Good stuff there."
		Jacqueline says, "I don't think that's a bug."
Jacqueline says (to ClubFloyd), "enter boat" 		
CF ] Northern cliffs Score: 0, Turns: 32 		
CF | > 		
CF | > ENTER BOAT 		
CF | 		
CF | That boat doesn't look like it'll sail again. 		
CF | 		
CF | > 		DavidW says, "Sure it is. We're at the top of a cliff. The boat is yards and yards below us."
		Jacqueline says, "No, I don't think we are."
		Jacqueline says, "We only went up a little ways, then came back down, I thought."
		DavidW asks, "oh. So we're at the bottom of the cliff?"
		Jacqueline says, "Yeah"
		DavidW says, "ah."
DavidW says (to ClubFloyd), "take all from compartment" 		
CF ] Northern cliffs Score: 0, Turns: 33 		
CF | > 		
CF | > TAKE ALL FROM COMPARTMENT 		
CF | 		
CF | fishing rod: Removed. 		
CF | fishing net: Removed. 		
CF | fishing knife: You are carrying too many things already. 		
CF | 		
CF | > 		Jacqueline | You pull on the rope and, with some effort, manage to raise the platform by a few feet. You don't see the point of going any higher; you carefully let the rope go until the platform is once again on the ground.
DavidW says (to ClubFloyd), "i" 		
CF ] Northern cliffs Score: 0, Turns: 34 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a fishing net, a fishing rod and a matchbook (in your 		
CF | pocket, containing a few matches). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put rod in pocket" 		
CF ] Northern cliffs Score: 0, Turns: 34 		
CF | > 		
CF | > PUT ROD IN POCKET 		
CF | 		
CF | Sorry, I don't understand what "pocket" means. 		
CF | 		
CF | > 		MoyTravis says, "You'd need a heck of a pocket anyways to fit a rod in it."
		DavidW says, "I guess we can only carry three items at a time."
		Jacqueline says, "Is that a rod in you- never mind."
DavidW says (to ClubFloyd), "x matches" 		
CF ] Northern cliffs Score: 0, Turns: 35 		
CF | > 		
CF | > X MATCHES 		
CF | 		
CF | The little sleeve only contains a few matches, and they look a bit 		
CF | wet. It'll have to do... 		
CF | 		
CF | > 		Jacqueline says, "Oh no."
		DavidW says, "gee, I wonder how the matches got wet."
		Jacqueline says, "We went in the ocean with the matches in our inventory."
		Jacqueline says, "Sigh."
		Jacqueline asks, "I mean, they may have already been wet - didn't we ditch the plane in the ocean?"
		MoyTravis says, "I hope it doesn't have dead man walking states. It's modern, so it probably doesn't."
		DavidW says, "We're not in that deep."
		DavidW says, "This also seems to be a small island."
Jacqueline clears the save counter. 		
DavidW says (to ClubFloyd), "drop net and rod" 		
CF ] Northern cliffs Score: 0, Turns: 36 		
CF | > 		
CF | > DROP NET AND ROD 		
CF | 		
CF | fishing net: Dropped. 		
CF | fishing rod: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take knife" 		
CF ] Northern cliffs Score: 0, Turns: 37 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Northern cliffs Score: 0, Turns: 37 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dry matches" 		
CF ] Northern cliffs Score: 0, Turns: 38 		
CF | > 		
CF | > DRY MATCHES 		
CF | 		
CF | This doesn't seem like it needs to be dried. 		
CF | 		
CF | > 		Jacqueline says, "We could restart just to check the starting state of the matches..."
		Jacqueline says, "Matches seem pretty critical."
		DavidW asks, "You want to light a match then undo?"
		MoyTravis says, "No, I think she's suggesting restart, x matches, load game if they start wet."
		Jacqueline says, "Yeah"
		Jacqueline says, "I can do it."
		MoyTravis says, "...I really, really hope the game's not mean enough to mess with you like that though."
Jacqueline says (to ClubFloyd), "restart" 		
CF ] Northern cliffs Score: 0, Turns: 38 		
CF | > 		
CF | > RESTART 		
CF | 		
CF | Are you sure you want to restart? 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Immaculate beach Score: 0, Turns: 0 		
CF | You lift your eyes up to the island and sigh. 		
CF | 		
CF | It was just supposed to be a trip like so many you've flown, taking 		
CF | your small airplane to a remote island in the south Atlantic Ocean to 		
CF | deliver medicine and spare parts. You thought you'd be back by sunset, 		
CF | but a storm like you've never seen before whipped up out of nowhere 		
CF | and battered your airplane. You were losing altitude so fast, you had 		
CF | no choice but to take your parachute and ditch the plane in the drink. 		
CF | You're extremely lucky to have spotted this small island, a tall chunk 		
CF | of rock in the middle of the ocean. It saved you from certain death; 		
CF | but you can't stay on this island forever. You'll have to explore and 		
CF | see what you're working with. 		
CF | 		
CF | You look back down and sigh. 		
CF | 		
CF | 		
CF | TRISTAM ISLAND 		
CF | By Hugo Labrande. 		
CF | Release 2 / Serial number 201128 / Inform v6.34 PunyInform v1.8 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x matches" 		
CF ] Immaculate beach Score: 0, Turns: 1 		
CF | > 		
CF | > X MATCHES 		
CF | 		
CF | The little sleeve only contains a few matches, and they look a bit 		
CF | wet. It'll have to do... 		
CF | 		
CF | > 		Jacqueline says, "Okay, they start wet."
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF ] Northern cliffs Score: 0, Turns: 37 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		Jacqueline says, "Carry on."
DavidW says (to ClubFloyd), "l" 		
CF ] Northern cliffs Score: 0, Turns: 38 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a fishing rod and a fishing net here. 		
CF | 		
CF | > 		DavidW says, "I guess I want to continue SW."
		Jacqueline nods.
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 0, Turns: 39 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x beach" 		
CF ] Northwestern cliffs Score: 0, Turns: 40 		
CF | > 		
CF | > X BEACH 		
CF | 		
CF | The shore here is a small band of sand dotted with white rocks and 		
CF | pebbles that probably fell from the cliffs. 		
CF | 		
CF | > 		Jacqueline says, "Seems like we might be able to cross the strait."
DavidW says (to ClubFloyd), "take pebble" 		
CF ] Northwestern cliffs Score: 0, Turns: 41 		
CF | > 		
CF | > TAKE PEBBLE 		
CF | 		
CF | You pick up a rather flat pebble and throw it towards the ocean; it 		
CF | ricochets three times on the surface of the sea. 		
CF | 		
CF | > 		Jacqueline says, "Nice"
DavidW says (to ClubFloyd), "x strait" 		
CF ] Narrow strait Score: 0, Turns: 42 		
CF | > 		
CF | > X STRAIT 		
CF | 		
CF | You decide to go take a closer look at the strait, and head south. 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pool" 		
CF ] Narrow strait Score: 0, Turns: 43 		
CF | > 		
CF | > X POOL 		
CF | 		
CF | There is a small circular break in the cliffs here, holding a pool of 		
CF | water, that is connected to the sea by a shallow channel; the pool 		
CF | probably fills with every high tide, then the water progressively runs 		
CF | off via the channel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 0, Turns: 44 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a narrow strait, east of you. You take a closer look at the sea; after 		
CF | a moment, you spot some movement below the surface a few feet away 		
CF | from you. It looks like this is a good area for fishing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Narrow strait Score: 0, Turns: 45 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		DavidW asks, "se?"
		Jacqueline says, "Explore all the things, yes."
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 0, Turns: 46 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		Roger says, "if you find yourself lost in the wilderness, just keep walking around"
		Jacqueline says, "Yes."
		Jacqueline says, "Definitely."
DavidW says (to ClubFloyd), "x cliffs" 		
CF ] Southwestern cliffs Score: 0, Turns: 47 		
CF | > 		
CF | > X CLIFFS 		
CF | 		
CF | These tall white cliffs appear to be made of chalk; you guess they are 		
CF | probably fifty feet tall. At the top of the cliffs, you can see a few 		
CF | branches and leaves; some trees must be growing there. 		
CF | 		
CF | > 		Roger says, "also pick up anything and everything you can"
		Jacqueline says, "Sadly, there is an inventory limit."
		DavidW says, "I think we've nearly made a full circuit."
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 0, Turns: 48 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		Jacqueline asks, "A way into the forest?"
		Jacqueline says, "I'm guessing there's another person around, somewhere. Maybe."
DavidW says (to ClubFloyd), "x shrubs" 		
CF ] Sandy beach by the forest Score: 0, Turns: 49 		
CF | > 		
CF | > X SHRUBS 		
CF | 		
CF | Some small shrubs with thin branches are growing close to the sand, 		
CF | forming a line that seems to be the high tide line. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tide line" 		
CF ] Sandy beach by the forest Score: 0, Turns: 50 		
CF | > 		
CF | > X TIDE LINE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 0, Turns: 51 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a beach near a clearing, north of you. There doesn't seem to be 		
CF | anything here in the turbid water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Sandy beach by the forest Score: 0, Turns: 52 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 0, Turns: 53 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mossy rock" 		
CF ] Edge of the woods Score: 0, Turns: 54 		
CF | > 		
CF | > X MOSSY ROCK 		
CF | 		
CF | A large, lopsided rock with a rather flat top seems to provide 		
CF | darkness and moisture to a whole bunch of critters underneath it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under it" 		
CF ] Edge of the woods Score: 0, Turns: 55 		
CF | > 		
CF | > LOOK UNDER IT 		
CF | 		
CF | There seems to be movement under the rock; keeping your distance, you 		
CF | manage to spot a few thick worms. 		
CF | 		
CF | > 		DavidW says, "bait for the rod"
		MoyTravis says, "Mmm, worms, them's good eatin'."
		Roger says, "worms be thicc"
		DavidW says, "It's getting clearer that we need to catch and cook some fish."
DavidW says (to ClubFloyd), "x worms" 		
CF ] Edge of the woods Score: 0, Turns: 56 		
CF | > 		
CF | > X WORMS 		
CF | 		
CF | There seems to be movement under the rock; keeping your distance, you 		
CF | manage to spot a few thick worms. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trees" 		
CF ] Edge of the woods Score: 0, Turns: 57 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | The trees here look rather old and sturdy; their small flowers display 		
CF | every shade between dark orange and bright yellow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] Edge of the woods Score: 0, Turns: 58 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | You're not very good at climbing trees. I suppose you'll eventually 		
CF | learn if you spend years trapped here. 		
CF | 		
CF | > 		DavidW says, "Positive attitude."
		DavidW asks, "north?"
DavidW says (to ClubFloyd), "smell flowers" 		
CF ] Edge of the woods Score: 0, Turns: 59 		
CF | > 		
CF | > SMELL FLOWERS 		
CF | 		
CF | You cut a few flowers off the trees and smell them; their smell is 		
CF | fresh but faint. 		
CF | 		
CF | > 		DavidW says, "I didn't say to CUT them!!"
DavidW says (to ClubFloyd), "eat flowers" 		
CF ] Edge of the woods Score: 0, Turns: 60 		
CF | > 		
CF | > EAT FLOWERS 		
CF | 		
CF | You have no idea if these flowers are safe to eat or not; you'd rather 		
CF | not eat them. 		
CF | 		
CF | > 		DavidW says, "Wait until the PC learns the fish have plastic in 'em."
		Jacqueline says, "And mercury."
		Jacqueline says, "Turns out the worms are the way to go."
		MoyTravis exclaims, "Eat the worms!"
		DavidW says, "Nobody likes me, everybody hates me, think I'll go and"
DavidW says (to ClubFloyd), " eat worms" 		
CF ] Edge of the woods Score: 0, Turns: 61 		
CF | > 		
CF | > EAT WORMS 		
CF | 		
CF | It is a source of protein indeed, but you think you're going to save 		
CF | it for when you get desperate. Really desperate. 		
CF | 		
CF | > 		Jacqueline says, "I guess we'll have to go fishing."
		Jacqueline says, "If we even need to eat."
		Jacqueline says, "I wonder if we have to fish to get a fish to make friends with a dog."
		DavidW says, "I left the rod and net at the boat."
		Jacqueline says, "I'm not suggesting we do it yet."
		Jacqueline says, "It's just broadcasting that eventuality very strongly."
		DavidW says, "You give a fish to a bear to make it friendly. Dogs want bones and steaks."
		Jacqueline says, "And flat possums."
		DavidW says, "I wonder if the basket was portable."
DavidW says (to ClubFloyd), "n" 		
CF ] Deep in the woods Score: 0, Turns: 62 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the woods 		
CF | You are unable to get much further here; in front of you, the hill 		
CF | gets very steep, covered in grass and mud , and these white stones 		
CF | embedded into it have very sharp edges that look like they could hurt. 		
CF | The forest is dense around you, but you can always go back to the 		
CF | clearing to the south. 		
CF | 		
CF | > 		Jacqueline says, "I'm just referencing all the dogs we've friended this year on ClubFloyd."
DavidW says (to ClubFloyd), "x white stones" 		
CF ] Deep in the woods Score: 1, Turns: 63 		
CF | > 		
CF | > X WHITE STONES 		
CF | 		
CF | You contemplate one of the white stones poking out of the mud, and 		
CF | suddenly its shape, an almost perfect pyramid, seems unnatural, almost 		
CF | too sharp. Almost... carved? Like the edge of a carved slab of rock... 		
CF | And looking up, seeing all these edges appear at a regular interval... 		
CF | Could these be... stairs? My, yes! It looks like there is a staircase 		
CF | here, covered by years and years of rain and mud. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Jacqueline says, "huh"
DavidW says (to ClubFloyd), "score" 		
CF ] Deep in the woods Score: 1, Turns: 63 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 1 out of a possible 150, in 63 turns, thus 		
CF | giving you the rank of: Castaway. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Jacqueline exclaims, "1 of 150. Go us!"
		MoyTravis says, "...wow that's a lotta possible points."
DavidW says (to ClubFloyd), "u" 		
CF ] Deep in the woods Score: 1, Turns: 64 		
CF | > 		
CF | > U 		
CF | 		
CF | The steps, if it is indeed a full staircase going up and down the 		
CF | hill, are covered in several inches of mud. 		
CF | 		
CF | > 		MoyTravis says, "Please tell me some things are worth more points."
		Jacqueline says (to Travis), "Especially if they're granted one at a time."
DavidW says (to ClubFloyd), "clean steps" 		
CF ] Deep in the woods Score: 1, Turns: 65 		
CF | > 		
CF | > CLEAN STEPS 		
CF | 		
CF | You clear off some of the mud near one of the white rocks, revealing 		
CF | that the rock has indeed been carved in straight lines, in a 		
CF | rectangular shape. You sigh contemplating the size of the task at 		
CF | hand; you're much too tired and hungry to undertake such a task right 		
CF | now. 		
CF | 		
CF | > 		Jacqueline says (to Travis), "Right. Exactly."
		Roger says, "you get 15 points for playing it on a dreamcast"
		Jacqueline says, "And there's our cue to go fishing."
		Jacqueline says, "And possibly sleep."
		Jacqueline says (to Roger), "hahaha"
		MoyTravis asks, "Okay but did dreamcasts have keyboards?"
		Jacqueline says, "100 points for playing it on a TI84."
		DavidW asks, "okay, so I guess we use the net or the rod + worms at the strait and/or cove?"
		Roger says, "sure"
		MoyTravis asks, "Probably?"
		Jacqueline says, "Sounds good."
		DavidW asks, "And where do we take the fish to?"
		Jacqueline says, "Our mouth."
		Jacqueline says, "Oh, you mean, to cook them? Not sure."
		DavidW asks, "No cooking 'em?"
		Jacqueline says, "Sushi is a thing."
DavidW says (to ClubFloyd), "s" 		
CF ] Edge of the woods Score: 1, Turns: 66 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 1, Turns: 67 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Immaculate beach Score: 1, Turns: 68 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		DavidW says, "okay. Here's where we started."
DavidW says (to ClubFloyd), "i" 		
CF ] Immaculate beach Score: 1, Turns: 69 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a fishing knife and a matchbook (in your pocket, 		
CF | containing a few matches). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop knife" 		
CF ] Immaculate beach Score: 1, Turns: 70 		
CF | > 		
CF | > DROP KNIFE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Sandy beach by the forest Score: 1, Turns: 71 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 1, Turns: 72 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 1, Turns: 73 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northwestern cliffs Score: 1, Turns: 74 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Northern cliffs Score: 1, Turns: 75 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a fishing rod and a fishing net here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take net" 		
CF ] Northern cliffs Score: 1, Turns: 76 		
CF | > 		
CF | > TAKE NET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take basket" 		
CF ] Northern cliffs Score: 1, Turns: 76 		
CF | > 		
CF | > TAKE BASKET 		
CF | 		
CF | Sorry, I don't understand what "basket" means. 		
CF | 		
CF | > 		DavidW says, "oh, just a platform."
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 1, Turns: 77 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 1, Turns: 78 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fish" 		
CF ] Narrow strait Score: 1, Turns: 79 		
CF | > 		
CF | > FISH 		
CF | 		
CF | You'll have better chances catching a large fish if you go into the 		
CF | ocean. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 1, Turns: 80 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a narrow strait, east of you. You take a closer look at the sea; after 		
CF | a moment, you spot some movement below the surface a few feet away 		
CF | from you. It looks like this is a good area for fishing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fish" 		
CF ] In the ocean Score: 1, Turns: 81 		
CF | > 		
CF | > FISH 		
CF | 		
CF | You struggle with the net for a while, but it's too heavy, and too 		
CF | hard to use alone. 		
CF | 		
CF | > 		DavidW asks, "Nets are a 2-people toy?"
DavidW says (to ClubFloyd), "e" 		
CF ] Narrow strait Score: 1, Turns: 82 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		Jacqueline says, "Definitely."
DavidW says (to ClubFloyd), "n" 		
CF ] Northwestern cliffs Score: 1, Turns: 83 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Northern cliffs Score: 1, Turns: 84 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop net" 		
CF ] Northern cliffs Score: 1, Turns: 85 		
CF | > 		
CF | > DROP NET 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rod" 		
CF ] Northern cliffs Score: 1, Turns: 86 		
CF | > 		
CF | > TAKE ROD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Roger says, "time to dragnet the sea"
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 1, Turns: 87 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 1, Turns: 88 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 1, Turns: 89 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 1, Turns: 90 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 1, Turns: 91 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take worms" 		
CF ] Edge of the woods Score: 1, Turns: 92 		
CF | > 		
CF | > TAKE WORMS 		
CF | 		
CF | You crouch by the rock, and see a few bugs scatter. You manage to grab 		
CF | a wiggly worm between two fingers. You can't really carry anything 		
CF | else with that hand, what with your arm extended all the way away from 		
CF | your body. Yuck. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bait rod" 		
CF ] Edge of the woods Score: 1, Turns: 93 		
CF | > 		
CF | > BAIT ROD 		
CF | 		
CF | That doesn't seem to be something you can bait. 		
CF | 		
CF | > 		Jacqueline says, ";ha"
DavidW says (to ClubFloyd), "put worm on rod" 		
CF ] Edge of the woods Score: 2, Turns: 94 		
CF | > 		
CF | > PUT WORM ON ROD 		
CF | 		
CF | The worm will make nice bait for the fish; you stab the worm onto the 		
CF | hook. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 2, Turns: 95 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 2, Turns: 96 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		Jacqueline exclaims, "Another point! Go us!"
		Roger says, "okay time to catch 148 fish"
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 2, Turns: 97 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "hahaha"
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 2, Turns: 98 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a narrow strait, east of you. You take a closer look at the sea; after 		
CF | a moment, you spot some movement below the surface a few feet away 		
CF | from you. It looks like this is a good area for fishing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fish" 		
CF ] In the ocean Score: 2, Turns: 99 		
CF | > 		
CF | > FISH 		
CF | 		
CF | You cast the line towards the fish, and wait patiently. However, none 		
CF | of the fish seem to be eager to take the bait; you wonder if they even 		
CF | notice it. Perhaps you need to add something colourful onto the hook 		
CF | as a lure that would make them notice you. 		
CF | 		
CF | > 		DavidW says, "Flower"
		Jacqueline asks, "Hm. The... the flower?"
		Jacqueline says, "Yeah"
DavidW says (to ClubFloyd), "e" 		
CF ] Narrow strait Score: 2, Turns: 100 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 2, Turns: 101 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 2, Turns: 102 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		Roger says, "yeah that's implausible but why not"
DavidW says (to ClubFloyd), "e" 		
CF ] Immaculate beach Score: 2, Turns: 103 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | You can see a fishing knife here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take knife" 		
CF ] Immaculate beach Score: 2, Turns: 104 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Sandy beach by the forest Score: 2, Turns: 105 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 2, Turns: 106 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put flower on rod" 		
CF ] Edge of the woods Score: 2, Turns: 107 		
CF | > 		
CF | > PUT FLOWER ON ROD 		
CF | 		
CF | (first taking the flowers on the trees) 		
CF | You are carrying too many things already. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop rod" 		
CF ] Edge of the woods Score: 2, Turns: 108 		
CF | > 		
CF | > DROP ROD 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put flower on rod" 		
CF ] Edge of the woods Score: 2, Turns: 109 		
CF | > 		
CF | > PUT FLOWER ON ROD 		
CF | 		
CF | (first taking the flowers on the trees) 		
CF | You pick a flower from the tree, choosing a particularly bright one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put flower on rod" 		
CF ] Edge of the woods Score: 3, Turns: 110 		
CF | > 		
CF | > PUT FLOWER ON ROD 		
CF | 		
CF | You pierce the hook through the flower; its bright colour should 		
CF | hopefully lure fish to take the bait. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rod" 		
CF ] Edge of the woods Score: 3, Turns: 111 		
CF | > 		
CF | > TAKE ROD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Edge of the woods Score: 3, Turns: 112 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a fishing rod, a fishing knife and a matchbook (in 		
CF | your pocket, containing a few matches). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rod" 		
CF ] Edge of the woods Score: 3, Turns: 113 		
CF | > 		
CF | > X ROD 		
CF | 		
CF | This fishing rod is about four to five feet long, and it is in 		
CF | suprisingly good condition. Its reel still turns rather well, and the 		
CF | hook and the line are on there as well -- which is good, as you're not 		
CF | sure you would have known how to attach them there. It will be perfect 		
CF | for casting bait. There is a bright flower and a worm on the hook. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 3, Turns: 114 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop knife" 		
CF ] Sandy beach by the forest Score: 3, Turns: 115 		
CF | > 		
CF | > DROP KNIFE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Sandy beach by the forest Score: 3, Turns: 116 		
CF | > 		
CF | > NW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 3, Turns: 117 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 3, Turns: 118 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Knee-deep in the ocean 		
CF | A submerged sandbank extending southwest makes it so you can walk 		
CF | further into the ocean without getting too wet. Behind you, you can 		
CF | see the cliffs of the southwestern tip of the island. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fish" 		
CF ] In the ocean Score: 3, Turns: 119 		
CF | > 		
CF | > FISH 		
CF | 		
CF | You don't really see any fish here. Maybe in a different spot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Southwestern cliffs Score: 3, Turns: 120 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 3, Turns: 121 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 3, Turns: 122 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a narrow strait, east of you. You take a closer look at the sea; after 		
CF | a moment, you spot some movement below the surface a few feet away 		
CF | from you. It looks like this is a good area for fishing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fish" 		
CF ] In the ocean Score: 8, Turns: 123 		
CF | > 		
CF | > FISH 		
CF | 		
CF | You cast the line towards the fish, and wait patiently. You're about 		
CF | to give up when suddenly, you feel the line tense up; you got one! You 		
CF | carefully reel it in, and grab the fish firmly by its tail; the fish 		
CF | is grey, about four inches long, and should make a nice meal. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Jacqueline says, "whoa"
		Jacqueline says, "five"
		Jacqueline says, "FIVE"
DavidW says (to ClubFloyd), "x fish" 		
CF ] In the ocean Score: 8, Turns: 124 		
CF | > 		
CF | > X FISH 		
CF | 		
CF | This is a nice grey fish, freshly caught; it would make a great meal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "full score" 		
CF ] In the ocean Score: 8, Turns: 124 		
CF | > 		
CF | > FULL SCORE 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "score" 		
CF ] In the ocean Score: 8, Turns: 124 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 8 out of a possible 150, in 124 turns, thus 		
CF | giving you the rank of: Castaway. 		
CF | 		
CF | > 		MoyTravis says, "Hooray this game might done in a reasonable amount of time."
		Roger says, "bro a four-inch fish is not a nice meal"
DavidW says (to ClubFloyd), "eat fish" 		
CF ] In the ocean Score: 8, Turns: 125 		
CF | > 		
CF | > EAT FISH 		
CF | 		
CF | It's fresh fish alright, but you don't really want to eat it raw. You 		
CF | should probably make a campfire. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "Agree."
		Roger says, "bait rod with fish"
		Jacqueline says, "Ha. Yes."
		DavidW asks, "Did anyone see firewood?"
		Roger says, "we got a tree and a knife, so yes"
DavidW says (to ClubFloyd), "e" 		
CF ] Narrow strait Score: 8, Turns: 126 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | A shadow passes over you. You look up, and see a huge, white albatross 		
CF | descending towards you. The bird is magnificent, and its enormous 		
CF | wingspan makes it look bigger than you; you recoil a little bit, and 		
CF | instinctively protect your fish. The albatross lands near you, and 		
CF | looks at you intently. 		
CF | 		
CF | > 		Jacqueline asks, "The ruined boat, perhaps?"
		DavidW says, "A challenger appears."
		Roger says, "maybe we can net this bird"
		DavidW says, "I don't have the knife or net on me."
		DavidW says, "What's the plan."
		Jacqueline says, "You'll just have to kill the albatros with your bare hands."
DavidW says (to ClubFloyd), "kill bird" 		
CF ] Narrow strait Score: 8, Turns: 127 		
CF | > 		
CF | > KILL BIRD 		
CF | 		
CF | You try to shoo away the bird, running towards it while shouting; but 		
CF | it just lands right back behind you, and gives you a quizzical look. 		
CF | 		
CF | The albatross looks at you, then looks at the fish, then back at you. 		
CF | 		
CF | > 		Roger says, "oh let's feed this dog^wbird"
		Jacqueline says, "oh dear. Don't you look at our fish, bird."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Narrow strait Score: 8, Turns: 127 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "We can, perhaps, feed the bird and catch a second fish."
		Jacqueline says, "Give it the fish"
DavidW says (to ClubFloyd), "give fish to bird" 		
CF ] Narrow strait Score: 8, Turns: 128 		
CF | > 		
CF | > GIVE FISH TO BIRD 		
CF | 		
CF | You raise the fish above your head, and the albatross perks up. You 		
CF | throw the fish in front of you, and the albatross catches it in 		
CF | mid-air. You watch the albatross gulp the fish down quickly; it then 		
CF | lets out a satisfied squawk. 		
CF | 		
CF | The albatross takes flight and disappears somewhere, behind some 		
CF | rocks. You sigh; you're going to have to try to fish again. 		
CF | 		
CF | But suddenly, the albatross comes back, and lands near you. In its 		
CF | beak, there is some kind of stick; it throws it your way, and you 		
CF | catch it. You could swear you saw the albatross nod at you before 		
CF | taking flight again -- this time for good. 		
CF | 		
CF | > 		MoyTravis says, "...well okay then. Sure."
DavidW says (to ClubFloyd), "x stick" 		
CF ] Narrow strait Score: 8, Turns: 129 		
CF | > 		
CF | > X STICK 		
CF | 		
CF | This is the stick the albatross dropped on you after you gave it the 		
CF | fish. It's a few inches long, and hollow, with a few holes on its 		
CF | side... Oddly enough, it looks like some sort of flute. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play flute" 		
CF ] Narrow strait Score: 8, Turns: 130 		
CF | > 		
CF | > PLAY FLUTE 		
CF | 		
CF | You blow in the small stick, which makes a high-pitched noise that you 		
CF | can barely hear. After a few seconds, you see the albatross 		
CF | approaching, and it flies above you a few times, surveying the 		
CF | situation. It then lands near you, and looks at you straight in the 		
CF | eye. Its glare is confused, maybe even angry; it tilts his head to the 		
CF | side, seemingly wondering why you called for help and what it is that 		
CF | you're expecting. It finally lets out a frustrated squawk and flies 		
CF | away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Narrow strait Score: 8, Turns: 130 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "huh"
		Jacqueline says, "Okay."
		Jacqueline says, "Sure."
		Jacqueline says, "You have received the Friend of Albatross achievement."
		DavidW says, "I guess if a snake corners us, the flute will help."
		DavidW says, "If only we could carry more than 3 items."
		MoyTravis says, "Why not? Anyways we are now the albatross whisperer or...something. We're sure to need to call it later."
		MoyTravis exclaims, "Item limits are the worst!"
DavidW says (to ClubFloyd), "x rod" 		
CF ] Narrow strait Score: 8, Turns: 131 		
CF | > 		
CF | > X ROD 		
CF | 		
CF | This fishing rod is about four to five feet long, and it is in 		
CF | suprisingly good condition. Its reel still turns rather well, and the 		
CF | hook and the line are on there as well -- which is good, as you're not 		
CF | sure you would have known how to attach them there. It will be perfect 		
CF | for casting bait. There is nothing on the hook. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 8, Turns: 132 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 8, Turns: 133 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing knife here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop flute" 		
CF ] Sandy beach by the forest Score: 8, Turns: 134 		
CF | > 		
CF | > DROP FLUTE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take knife" 		
CF ] Sandy beach by the forest Score: 8, Turns: 135 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 8, Turns: 136 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take flower" 		
CF ] Edge of the woods Score: 8, Turns: 137 		
CF | > 		
CF | > TAKE FLOWER 		
CF | 		
CF | You are carrying too many things already. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop rod" 		
CF ] Edge of the woods Score: 8, Turns: 138 		
CF | > 		
CF | > DROP ROD 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take flower" 		
CF ] Edge of the woods Score: 8, Turns: 139 		
CF | > 		
CF | > TAKE FLOWER 		
CF | 		
CF | You pick a flower from the tree, choosing a particularly bright one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put flower on rod" 		
CF ] Edge of the woods Score: 8, Turns: 140 		
CF | > 		
CF | > PUT FLOWER ON ROD 		
CF | 		
CF | You pierce the hook through the flower; its bright colour should 		
CF | hopefully lure fish to take the bait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take worm" 		
CF ] Edge of the woods Score: 8, Turns: 141 		
CF | > 		
CF | > TAKE WORM 		
CF | 		
CF | You crouch by the rock, and see a few bugs scatter. You manage to grab 		
CF | a wiggly worm between two fingers. You can't really carry anything 		
CF | else with that hand, what with your arm extended all the way away from 		
CF | your body. Yuck. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put worm on rod" 		
CF ] Edge of the woods Score: 8, Turns: 142 		
CF | > 		
CF | > PUT WORM ON ROD 		
CF | 		
CF | The worm will make nice bait for the fish; you stab the worm onto the 		
CF | hook. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rod" 		
CF ] Edge of the woods Score: 8, Turns: 143 		
CF | > 		
CF | > TAKE ROD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 8, Turns: 144 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a small stick here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop knife" 		
CF ] Sandy beach by the forest Score: 8, Turns: 145 		
CF | > 		
CF | > DROP KNIFE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 8, Turns: 146 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 8, Turns: 147 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 8, Turns: 148 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | a narrow strait, east of you. You take a closer look at the sea; after 		
CF | a moment, you spot some movement below the surface a few feet away 		
CF | from you. It looks like this is a good area for fishing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fish" 		
CF ] In the ocean Score: 8, Turns: 149 		
CF | > 		
CF | > FISH 		
CF | 		
CF | You cast the line towards the fish, and wait patiently. You're about 		
CF | to give up when suddenly, you feel the line tense up; you got one! You 		
CF | carefully reel it in, and grab the fish firmly by its tail; the fish 		
CF | is grey, about five inches long, and should make a nice meal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Narrow strait Score: 8, Turns: 150 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 8, Turns: 151 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 8, Turns: 152 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing knife and a small stick here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take knife" 		
CF ] Sandy beach by the forest Score: 8, Turns: 153 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | You are carrying too many things already. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop rod" 		
CF ] Sandy beach by the forest Score: 8, Turns: 154 		
CF | > 		
CF | > DROP ROD 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 8, Turns: 155 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut tree" 		
CF ] Edge of the woods Score: 13, Turns: 156 		
CF | > 		
CF | > CUT TREE 		
CF | 		
CF | You spend quite a long time trying to find wood that could be used to 		
CF | light a fire. You manage to gather enough wood, but most of it is 		
CF | damp. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take wood" 		
CF ] Edge of the woods Score: 13, Turns: 157 		
CF | > 		
CF | > TAKE WOOD 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Edge of the woods Score: 13, Turns: 158 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying some sticks of firewood, a fish and a matchbook (in 		
CF | your pocket, containing a few matches). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x knife" 		
CF ] Edge of the woods Score: 13, Turns: 158 		
CF | > 		
CF | > X KNIFE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW asks, "We lost the knife?"
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 13, Turns: 159 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod, a fishing knife and a small stick here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cook fish" 		
CF ] Sandy beach by the forest Score: 13, Turns: 160 		
CF | > 		
CF | > COOK FISH 		
CF | 		
CF | It's fresh fish alright, but you don't really want to eat it raw. You 		
CF | should probably make a campfire. 		
CF | 		
CF | > 		Jacqueline says, "You couldn't take the knife when you tried, I don't think."
		Jacqueline says, "Your hands were full."
DavidW says (to ClubFloyd), "make campfire" 		
CF ] Sandy beach by the forest Score: 13, Turns: 161 		
CF | > 		
CF | > MAKE CAMPFIRE 		
CF | 		
CF | You first have to find some wood and make it dry enough. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dry wood" 		
CF ] Sandy beach by the forest Score: 13, Turns: 162 		
CF | > 		
CF | > DRY WOOD 		
CF | 		
CF | You put the wood on the beach, trying to space the sticks apart so 		
CF | they dry. There is some sun here, but there would be more on the north 		
CF | side of the island. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take wood" 		
CF ] Sandy beach by the forest Score: 13, Turns: 163 		
CF | > 		
CF | > TAKE WOOD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Sandy beach by the forest Score: 13, Turns: 164 		
CF | > 		
CF | > NW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 13, Turns: 165 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 13, Turns: 166 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northwestern cliffs Score: 13, Turns: 167 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Northern cliffs Score: 13, Turns: 168 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a fishing net here. 		
CF | 		
CF | > 		Jacqueline says, "Being stranded on an island is a lot of work."
DavidW says (to ClubFloyd), "make campfire" 		
CF ] Northern cliffs Score: 13, Turns: 169 		
CF | > 		
CF | > MAKE CAMPFIRE 		
CF | 		
CF | You first have to find some wood and make it dry enough. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dry wood" 		
CF ] Northern cliffs Score: 13, Turns: 170 		
CF | > 		
CF | > DRY WOOD 		
CF | 		
CF | You put the wood on the beach, trying to space the sticks apart so 		
CF | they dry. The sun is shining pretty directly on them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wood" 		
CF ] Northern cliffs Score: 13, Turns: 171 		
CF | > 		
CF | > X WOOD 		
CF | 		
CF | The wooden sticks you picked up in the forest to make a fire look a 		
CF | bit damp. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 13, Turns: 172 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 13, Turns: 173 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 13, Turns: 174 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 13, Turns: 175 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod, a fishing knife and a small stick here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take stick" 		
CF ] Sandy beach by the forest Score: 13, Turns: 176 		
CF | > 		
CF | > TAKE STICK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take knife" 		
CF ] Sandy beach by the forest Score: 13, Turns: 177 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | You are carrying too many things already. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 13, Turns: 178 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 13, Turns: 179 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northwestern cliffs Score: 13, Turns: 180 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Northern cliffs Score: 13, Turns: 181 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see some sticks of firewood and a fishing net here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wood" 		
CF ] Northern cliffs Score: 13, Turns: 182 		
CF | > 		
CF | > X WOOD 		
CF | 		
CF | The wooden sticks you picked up in the forest to make a fire look dry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "make campfire" 		
CF ] Northern cliffs Score: 13, Turns: 183 		
CF | > 		
CF | > MAKE CAMPFIRE 		
CF | 		
CF | You are carrying too many things already. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop flute" 		
CF ] Northern cliffs Score: 13, Turns: 184 		
CF | > 		
CF | > DROP FLUTE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "make campfire" 		
CF ] Northern cliffs Score: 13, Turns: 185 		
CF | > 		
CF | > MAKE CAMPFIRE 		
CF | 		
CF | You start arranging the wood to make a fire. You learned how to do it 		
CF | years ago, and the muscle memory is still there. After a few minutes, 		
CF | the wood is ready. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light campfire" 		
CF ] Northern cliffs Score: 13, Turns: 186 		
CF | > 		
CF | > LIGHT CAMPFIRE 		
CF | 		
CF | You're about to cook the fish when you realize you don't have anything 		
CF | to gut it with. 		
CF | 		
CF | > 		Jacqueline says, "There's your use of 'make'"
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 13, Turns: 187 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 13, Turns: 188 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 13, Turns: 189 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 13, Turns: 190 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 13, Turns: 191 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 13, Turns: 192 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod and a fishing knife here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take knife" 		
CF ] Sandy beach by the forest Score: 13, Turns: 193 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline says, "Man, I just love inventory limits. So glad this game brought back that ol' gem."
DavidW says (to ClubFloyd), "gut fish" 		
CF ] Sandy beach by the forest Score: 13, Turns: 194 		
CF | > 		
CF | > GUT FISH 		
CF | 		
CF | It's fresh fish alright, but you don't really want to eat it raw. You 		
CF | should probably make a campfire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 13, Turns: 195 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		Jacqueline says, "(Sorry, Hugo. Just sayin')"
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 13, Turns: 196 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northwestern cliffs Score: 13, Turns: 197 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Northern cliffs Score: 13, Turns: 198 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see some sticks of firewood, a small stick and a fishing 		
CF | net here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light campfire" 		
CF ] Northern cliffs Score: 18, Turns: 199 		
CF | > 		
CF | > LIGHT CAMPFIRE 		
CF | 		
CF | You take your matchbook out of your pocket, and take a deep breath. 		
CF | The matches are wet, and you try them one by one... until, by chance, 		
CF | the last one catches fire! You very cautiously start the fire, and you 		
CF | stoke the flames for several minutes, until you have a good fire 		
CF | going. You gut the fish using the knife, and use a long branch to cook 		
CF | the fish above the flame. The process takes a while, and your stomach 		
CF | gurgles, but when you finally cut the fish and start eating it, it 		
CF | tastes like the best fish you have ever had. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Northern cliffs Score: 18, Turns: 200 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a fishing knife. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Northern cliffs Score: 18, Turns: 201 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick and a fishing net here. 		
CF | 		
CF | > 		Jacqueline says, "It takes a while to cook through that four inch fish, I'm sure."
DavidW says (to ClubFloyd), "sleep" 		
CF ] Northern cliffs Score: 18, Turns: 202 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		Jacqueline exclaims, "Maybe it means 'four inches thick'!"
		Jacqueline says, "We built our fire where the ocean will claim it? Sadness."
		DavidW says, "what fire? It gone."
		Jacqueline says, "Oh. Sigh."
		Jacqueline asks, "So... sleep in the forest?"
		DavidW says, "That's our last hot meal until we forge a magnifying glass."
		Jacqueline says, "heh. Yeah."
		DavidW says, "Maybe immaculate beach is a sleepy place."
DavidW says (to ClubFloyd), "e" 		
CF ] Northeastern tip Score: 18, Turns: 203 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Northeastern tip 		
CF | You reach what appears to be the end of the beach on this side of the 		
CF | island. The steep terrain to the southwest is impenetrable, but you 		
CF | might be able to walk in shallow waters and follow the coast towards 		
CF | the southeast, where the island retreats and forms a small cove. You 		
CF | could also follow the beach by going west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Northeastern tip Score: 18, Turns: 204 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		Roger says, "we should be able to sleep in the boat or on the dock"
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 18, Turns: 205 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick and a fishing net here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get in boat" 		
CF ] Northern cliffs Score: 18, Turns: 206 		
CF | > 		
CF | > GET IN BOAT 		
CF | 		
CF | That boat doesn't look like it'll sail again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on dock" 		
CF ] Northern cliffs Score: 18, Turns: 207 		
CF | > 		
CF | > GET ON DOCK 		
CF | 		
CF | You walk along the dock, looking under it to see if you can spot 		
CF | anything interesting, but there's nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Northern cliffs Score: 18, Turns: 208 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on platform" 		
CF ] Northern cliffs Score: 18, Turns: 209 		
CF | > 		
CF | > GET ON PLATFORM 		
CF | 		
CF | You enter the platform, minding your head. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Northern cliffs Score: 18, Turns: 210 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull rope" 		
CF ] Northern cliffs Score: 18, Turns: 211 		
CF | > 		
CF | > PULL ROPE 		
CF | 		
CF | You start pulling on the rope, and the platform slowly ascends; it 		
CF | takes a lot of effort to pull your own weight up. You start feeling 		
CF | weak after a few feet, and you decide to slowly, carefully, let the 		
CF | rope go, instead of going for broke and risking plumetting to your 		
CF | death. You should try this again when you feel more rested. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb rope" 		
CF ] Northern cliffs Score: 18, Turns: 212 		
CF | > 		
CF | > CLIMB ROPE 		
CF | 		
CF | Climbing up and down the rope sounds like a lot of effort; the 		
CF | platform seems like a surer way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 18, Turns: 213 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Northern cliffs Score: 18, Turns: 214 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get off platform" 		
CF ] Northern cliffs Score: 18, Turns: 215 		
CF | > 		
CF | > GET OFF PLATFORM 		
CF | 		
CF | You leave the platform against the cliff. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Northern cliffs Score: 18, Turns: 216 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 18, Turns: 217 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on platform" 		
CF ] Northern cliffs Score: 18, Turns: 218 		
CF | > 		
CF | > GET ON PLATFORM 		
CF | 		
CF | You enter the platform, minding your head. 		
CF | 		
CF | > 		Jacqueline asks, "The forest?"
DavidW says (to ClubFloyd), "stand" 		
CF ] Northern cliffs Score: 18, Turns: 219 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You leave the platform against the cliff. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Northern cliffs Score: 18, Turns: 220 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick and a fishing net here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 18, Turns: 221 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 18, Turns: 222 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		Jacqueline says, "The forest is away from the ocean, though I guess there are icky worms there."
		DavidW says, "sorry, I was distracted by platform bugs"
		DavidW asks, "What was the suggestion?"
		Jacqueline says, "Go sleep in the forest."
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 18, Turns: 223 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 18, Turns: 224 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 18, Turns: 225 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 18, Turns: 226 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Edge of the woods Score: 18, Turns: 227 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | One look at the critters, and you decide not to sleep on the floor of 		
CF | the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 18, Turns: 228 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Sandy beach by the forest Score: 18, Turns: 229 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Immaculate beach Score: 18, Turns: 230 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sand" 		
CF ] Immaculate beach Score: 18, Turns: 231 		
CF | > 		
CF | > X SAND 		
CF | 		
CF | The beach angles slightly downhill towards the sea. It is made of 		
CF | yellow, compact sand; the high tide probably submerges the beach every 		
CF | time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Immaculate beach Score: 18, Turns: 232 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Sandy beach by the forest Score: 18, Turns: 233 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 18, Turns: 234 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Deep in the woods Score: 18, Turns: 235 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the woods 		
CF | You are unable to get much further here; in front of you, the hill 		
CF | gets very steep, covered in grass and mud. There might be a staircase 		
CF | embedded into the hill, but clearing the way won't be an easy task. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Deep in the woods Score: 18, Turns: 236 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | The floor of the forest doesn't seem particularly comfy. Maybe there 		
CF | would be a way to sleep higher up... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Deep in the woods Score: 18, Turns: 237 		
CF | > 		
CF | > U 		
CF | 		
CF | The steps, if it is indeed a full staircase going up and down the 		
CF | hill, are covered in several inches of mud. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] Deep in the woods Score: 18, Turns: 238 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | You're not very good at climbing trees. I suppose you'll eventually 		
CF | learn if you spend years trapped here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb steps" 		
CF ] Deep in the woods Score: 18, Turns: 239 		
CF | > 		
CF | > CLIMB STEPS 		
CF | 		
CF | The steps, if it is indeed a full staircase going up and down the 		
CF | hill, are covered in several inches of mud. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Edge of the woods Score: 18, Turns: 240 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 18, Turns: 241 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		Jacqueline says, "As someone who has been in this situation, I can assure you that you get over the critters on the ground and you sleep on the earth if you are really that wiped."
DavidW says (to ClubFloyd), "e" 		
CF ] Immaculate beach Score: 18, Turns: 242 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Immaculate beach Score: 18, Turns: 243 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] End of the beach Score: 18, Turns: 244 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | End of the beach 		
CF | The beach on the south end of the island stops here; behind the large 		
CF | boulder, the coast turns into steep rocks that form a small cove to 		
CF | the north. The rest of the beach extends southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sand" 		
CF ] End of the beach Score: 18, Turns: 245 		
CF | > 		
CF | > X SAND 		
CF | 		
CF | The beach angles slightly downhill towards the sea. It is made of 		
CF | yellow, compact sand; the high tide probably submerges the beach every 		
CF | time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cove Score: 18, Turns: 246 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cove 		
CF | This small cove is made of a steep beach made of wet sand; the waves 		
CF | are a little more turbulent here, and there seems to be movement 		
CF | deeper in the waters. The part of the island that rises behind you is 		
CF | a steep hill covered in trees, curving up to what seems to be a 		
CF | plateau; this is probably not a good approach for the climb. From 		
CF | here, you can follow the coast by walking in shallow waters, towards 		
CF | the northwest or the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Cove Score: 18, Turns: 247 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Northeastern tip Score: 18, Turns: 248 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Northeastern tip 		
CF | You reach what appears to be the end of the beach on this side of the 		
CF | island. The steep terrain to the southwest is impenetrable, but you 		
CF | might be able to walk in shallow waters and follow the coast towards 		
CF | the southeast, where the island retreats and forms a small cove. You 		
CF | could also follow the beach by going west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Northeastern tip Score: 18, Turns: 249 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		Jacqueline asks, "I know you're a fan of the platform - did you try sleeping on it?"
DavidW says (to ClubFloyd), "u" 		
CF ] Northeastern tip Score: 18, Turns: 250 		
CF | > 		
CF | > U 		
CF | 		
CF | The cliffs around the island are very tall, and you're not a very good 		
CF | climber. 		
CF | 		
CF | > 		Roger says, "Yeah I think we did"
		Jacqueline says, "mmkay"
		DavidW says, "I didn't SLEEP on the platform."
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 18, Turns: 251 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick and a fishing net here. 		
CF | 		
CF | > 		Roger says, "ah; my mistake"
DavidW says (to ClubFloyd), "get on platform" 		
CF ] Northern cliffs Score: 18, Turns: 252 		
CF | > 		
CF | > GET ON PLATFORM 		
CF | 		
CF | You enter the platform, minding your head. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Northern cliffs Score: 18, Turns: 253 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get under platform" 		
CF ] Northern cliffs Score: 18, Turns: 254 		
CF | > 		
CF | > GET UNDER PLATFORM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take boat" 		
CF ] Northern cliffs Score: 18, Turns: 255 		
CF | > 		
CF | > TAKE BOAT 		
CF | 		
CF | The boat is out of reach. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] In the ocean Score: 18, Turns: 256 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | You enter the ocean and swim a bit, trying to see if anything 		
CF | interesting is under the water. 		
CF | 		
CF | Waist-deep in the ocean 		
CF | You trudge uncomfortably into the cold water, and try to look around 		
CF | you. The horizon is bare, and the island looms behind you; you can see 		
CF | tall cliffs and a wooden dock, south of you. There doesn't seem to be 		
CF | anything here in the turbid water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take boat" 		
CF ] In the ocean Score: 18, Turns: 256 		
CF | > 		
CF | > TAKE BOAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Northern cliffs Score: 18, Turns: 257 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick and a fishing net here. 		
CF | 		
CF | > 		DavidW says, "I'm getting exhausted looking for a patch of dry ground."
		Jacqueline says, "haha. Listening to Jennifer Lopez and she just sang, 'We never quit, we never rest on the floor.'"
		Jacqueline says, "Thanks, J-Lo."
DavidW says (to ClubFloyd), "x boat" 		
CF ] Northern cliffs Score: 18, Turns: 258 		
CF | > 		
CF | > X BOAT 		
CF | 		
CF | A small fishing boat is moored here; unfortunately, there is a crack 		
CF | in the hull that lets water come in the boat, making it unusable. A 		
CF | wide compartment made of wood is at the stern of the boat. The 		
CF | compartment is empty. 		
CF | 		
CF | > 		Jacqueline asks, "Up on the stairs?"
		DavidW asks, "I tried that, didn't I?"
		Jacqueline says, "You may have, sorry."
		Jacqueline says, "I was busy looking up/confirming the J-Lo lyrics. My bad."
		DavidW says, "I didn't explicitly say GET ON STAIRS, though."
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 18, Turns: 259 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Northwestern cliffs Score: 18, Turns: 260 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 18, Turns: 261 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Narrow strait Score: 18, Turns: 262 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 18, Turns: 263 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Southwestern cliffs Score: 18, Turns: 264 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 18, Turns: 265 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Sandy beach by the forest Score: 18, Turns: 266 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 18, Turns: 267 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Deep in the woods Score: 18, Turns: 268 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the woods 		
CF | You are unable to get much further here; in front of you, the hill 		
CF | gets very steep, covered in grass and mud. There might be a staircase 		
CF | embedded into the hill, but clearing the way won't be an easy task. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on steps" 		
CF ] Deep in the woods Score: 18, Turns: 269 		
CF | > 		
CF | > GET ON STEPS 		
CF | 		
CF | The steps, if it is indeed a full staircase going up and down the 		
CF | hill, are covered in several inches of mud. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "clean steps" 		
CF ] Deep in the woods Score: 18, Turns: 270 		
CF | > 		
CF | > CLEAN STEPS 		
CF | 		
CF | You clear off some of the mud near one of the white rocks, revealing 		
CF | that the rock has indeed been carved in straight lines, in a 		
CF | rectangular shape. You sigh contemplating the size of the task at 		
CF | hand; you're much too tired to undertake such a task right now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on steps" 		
CF ] Deep in the woods Score: 18, Turns: 271 		
CF | > 		
CF | > GET ON STEPS 		
CF | 		
CF | The steps, if it is indeed a full staircase going up and down the 		
CF | hill, are covered in several inches of mud. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Deep in the woods Score: 18, Turns: 272 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Edge of the woods Score: 18, Turns: 273 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Edge of the woods Score: 18, Turns: 274 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 18, Turns: 275 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Immaculate beach Score: 18, Turns: 276 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Immaculate beach Score: 18, Turns: 277 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] End of the beach Score: 18, Turns: 278 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | End of the beach 		
CF | The beach on the south end of the island stops here; behind the large 		
CF | boulder, the coast turns into steep rocks that form a small cove to 		
CF | the north. The rest of the beach extends southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] End of the beach Score: 18, Turns: 279 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | You'd be awoken by the high tide soaking you wet, judging by the fact 		
CF | that the sand doesn't seem to get dry here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on boulder" 		
CF ] End of the beach Score: 18, Turns: 280 		
CF | > 		
CF | > GET ON BOULDER 		
CF | 		
CF | That doesn't seem to be something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cove Score: 18, Turns: 281 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cove 		
CF | This small cove is made of a steep beach made of wet sand; the waves 		
CF | are a little more turbulent here, and there seems to be movement 		
CF | deeper in the waters. The part of the island that rises behind you is 		
CF | a steep hill covered in trees, curving up to what seems to be a 		
CF | plateau; this is probably not a good approach for the climb. From 		
CF | here, you can follow the coast by walking in shallow waters, towards 		
CF | the northwest or the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hill" 		
CF ] Cove Score: 18, Turns: 282 		
CF | > 		
CF | > X HILL 		
CF | 		
CF | The island you ended up on appears to be a tall chunk of rock that 		
CF | seems to form a plateau at the top. Cliffs surround the island, except 		
CF | on the south side, which has a more gentle slope and is covered by a 		
CF | dense forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter hill" 		
CF ] Cove Score: 18, Turns: 283 		
CF | > 		
CF | > ENTER HILL 		
CF | 		
CF | You already are on this island. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Cove Score: 18, Turns: 284 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jacqueline asks, "huh. Where have we not been that we can get to?"
		DavidW says, "We didn't swim everywhere."
		Jacqueline says, "Well, I mean places we can sleep."
		DavidW asks, "Giant albatross nest?"
		Jacqueline says, "oh huh"
		Jacqueline says, "SURE"
		DavidW says, "Maybe make a hut."
		Jacqueline exclaims, "Blow that flute!"
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Cove Score: 18, Turns: 284 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow flute" 		
CF ] Cove Score: 18, Turns: 284 		
CF | > 		
CF | > BLOW FLUTE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Northeastern tip Score: 18, Turns: 285 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Northeastern tip 		
CF | You reach what appears to be the end of the beach on this side of the 		
CF | island. The steep terrain to the southwest is impenetrable, but you 		
CF | might be able to walk in shallow waters and follow the coast towards 		
CF | the southeast, where the island retreats and forms a small cove. You 		
CF | could also follow the beach by going west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 18, Turns: 286 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick and a fishing net here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow flute" 		
CF ] Northern cliffs Score: 18, Turns: 287 		
CF | > 		
CF | > BLOW FLUTE 		
CF | 		
CF | (first taking the small stick) 		
CF | You blow in the small stick, which makes a high-pitched noise that you 		
CF | can barely hear. After a few seconds, you see the albatross 		
CF | approaching, and it flies above you a few times, surveying the 		
CF | situation. It then lands near you, and looks at you straight in the 		
CF | eye. Its glare is confused, maybe even angry; it tilts his head to the 		
CF | side, seemingly wondering why you called for help and what it is that 		
CF | you're expecting. It finally lets out a frustrated squawk and flies 		
CF | away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop stick" 		
CF ] Northern cliffs Score: 18, Turns: 288 		
CF | > 		
CF | > DROP STICK 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		DavidW says, "Maybe we missed a genie lamp buried in the sand and the genie gives us a large poster bed and a backrub."
		Jacqueline says, "I think you should have glared back, straight in its eyes, and screamed, "Please for the love of god, let me sleep in your very dry nest, please and thank you!'"
		Jacqueline says (to DW), "That sounds pretty good."
		DavidW says, "Genies know all the best massage oils."
		Jacqueline says, "All this walking around to find a place to sleep is making me tired."
DavidW says (to ClubFloyd), "make bed" 		
CF ] Northern cliffs Score: 18, Turns: 289 		
CF | > 		
CF | > MAKE BED 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "make raft" 		
CF ] Northern cliffs Score: 18, Turns: 290 		
CF | > 		
CF | > MAKE RAFT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Can we try climbing that tree again? (I do not really think that will work.)"
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 18, Turns: 291 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 18, Turns: 292 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x channel" 		
CF ] Narrow strait Score: 18, Turns: 293 		
CF | > 		
CF | > X CHANNEL 		
CF | 		
CF | There is a small circular break in the cliffs here, holding a pool of 		
CF | water, that is connected to the sea by a shallow channel; the pool 		
CF | probably fills with every high tide, then the water progressively runs 		
CF | off via the channel. 		
CF | 		
CF | > 		Jacqueline asks, "I have an invisiclues. Do we want me to look at it?"
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 18, Turns: 294 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		MoyTravis says, "I have no objection."
		DavidW says, "sure. We're almost out of time."
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 18, Turns: 295 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 18, Turns: 296 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep in tree" 		
CF ] Edge of the woods Score: 18, Turns: 297 		
CF | > 		
CF | > SLEEP IN TREE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] Edge of the woods Score: 18, Turns: 298 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | You're not very good at climbing trees. I suppose you'll eventually 		
CF | learn if you spend years trapped here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take wood" 		
CF ] Edge of the woods Score: 18, Turns: 299 		
CF | > 		
CF | > TAKE WOOD 		
CF | 		
CF | You already gathered all the firewood you needed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x floor" 		
CF ] Edge of the woods Score: 18, Turns: 300 		
CF | > 		
CF | > X FLOOR 		
CF | 		
CF | A look in that direction reveals nothing new. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on rock" 		
CF ] Edge of the woods Score: 18, Turns: 301 		
CF | > 		
CF | > GET ON ROCK 		
CF | 		
CF | That doesn't seem to be something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "help" 		
CF ] Edge of the woods Score: 18, Turns: 302 		
CF | > 		
CF | > HELP 		
CF | 		
CF | [There is no built-in help in this game. However, some of the later 		
CF | puzzles can be skipped by calling the albatross with the flute; this 		
CF | can only be done once. 		
CF | Purchasing the game also allows you to download a hint book. If you're 		
CF | still stuck after that, ask for help online.] 		
CF | 		
CF | > 		Jacqueline says, "I purchased the game, which is why I have the hint book. One sec."
		MoyTravis says, "wtf"
		Jacqueline asks (of Travis), "wtf what?"
		MoyTravis asks, "Why no help? Space restrictions to cram it into the calculator?"
		DavidW says, "I think we must've missed a location."
		Jacqueline says, "No, because it's commercial, I think."
		Jacqueline says, "This used to be the way of all such games."
		MoyTravis asks, "...commercial games didn't have help?"
		DavidW says, "You had to pay for help."
		MoyTravis asks, "Oh, right, like. Hint hotlines? I remember that hint hotlines existed, right?"
		MoyTravis says, "wtf"
		Jacqueline says, "Yes."
		Jacqueline | There is a lack of places to sleep in.
		MoyTravis asks, "...man, that's wild, innit?"
		Jacqueline | You can't sleep anywhere on the floor of the island.
		DavidW says, "I had to use a hotline when the feelies weren't all there and I couldn't get past the copy protection."
		Jacqueline | The only way is to sleep above the forest floor.
		Jacqueline says, "Oh gosh."
		Jacqueline says, "yeah. I'll stop there."
		Jacqueline says, "You have what you need, I believe."
		DavidW says, "Well, we can't climb a tree or the boulder or mossy rock or steps."
		Jacqueline says, "Nope, you can't."
		Jacqueline says, "But one of those things is involved."
		DavidW asks, "Do we need to make a hammock with the net?"
		Jacqueline says, "BING"
		Jacqueline says, "BING BING BING"
		Jacqueline says, "We have a winner."
DavidW says (to ClubFloyd), "l" 		
CF ] Edge of the woods Score: 18, Turns: 303 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 18, Turns: 304 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 18, Turns: 305 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 18, Turns: 306 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northwestern cliffs Score: 18, Turns: 307 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Northern cliffs Score: 18, Turns: 308 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick and a fishing net here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take net" 		
CF ] Northern cliffs Score: 18, Turns: 309 		
CF | > 		
CF | > TAKE NET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northern cliffs Score: 18, Turns: 310 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Northwestern cliffs Score: 18, Turns: 311 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Narrow strait Score: 18, Turns: 312 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Southwestern cliffs Score: 18, Turns: 313 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		Jacqueline says, "And once we have done this, I suggest we pause until next week."
DavidW says (to ClubFloyd), "e" 		
CF ] Sandy beach by the forest Score: 18, Turns: 314 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 18, Turns: 315 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "make hammock" 		
CF ] Edge of the woods Score: 18, Turns: 316 		
CF | > 		
CF | > MAKE HAMMOCK 		
CF | 		
CF | You take the large fishing net and start making it a hammock. By 		
CF | chance, there are two solid-looking trees that are spaced just right. 		
CF | You open the fishing net, and tie the ends around the trees as solidly 		
CF | as you can. The result looks like a perfect hammock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter hammock" 		
CF ] Edge of the woods Score: 23, Turns: 317 		
CF | > 		
CF | > ENTER HAMMOCK 		
CF | 		
CF | This net should be sturdy enough -- after all, it is made to catch a 		
CF | lot of fish and not break... You climb inside the hammock, which bends 		
CF | under your weight. The net's knots are digging in your back, but you 		
CF | find a way to be comfortable. You close your eyes and finally get the 		
CF | restful sleep you needed... 		
CF | 		
CF | You wake up in the morning, bursting with energy and ready to explore 		
CF | the island. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Roger says, "ah very clever"
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
DavidW says (to ClubFloyd), "cftristam" 		
CF ] Edge of the woods Score: 23, Turns: 317 		
CF | > SAVEOk. 		
CF | 		
CF | > 		MoyTravis asks, "Nice job. We at time, though?"
Jacqueline says (to ClubFloyd), "score" 		
CF ] Edge of the woods Score: 23, Turns: 317 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 23 out of a possible 150, in 317 turns, thus 		
CF | giving you the rank of: Castaway. 		
CF | 		
CF | > 		Jacqueline says (to Travis), "Yeah. I need to step away soon. So I'd like to resume next week if that's okay."
		DavidW says, "sure"
		Jacqueline says, "Still just a castaway. *sniff*"
		MoyTravis exclaims, "I guess? This is my least favorite kind of game, but hey, it's somebody else playing it!"
		DavidW says, "Soon we'll be the Lifeboat of the Party."
		Jacqueline says, "It's reminding me of Mindshadow, for some reason."
		Jacqueline says (to DW), "heh"
		MoyTravis asks, "It feels a little...intentionally retro? to me? That accurate?"
		Jacqueline says, "Yes. That is very much intentional, I believe."
		DavidW says, "yeah, it feels a bit retro"
		DavidW says, "The hunger puzzle is kinder."
		Jacqueline says, "Yes, thankfully."
		Jacqueline says, "Okay. Next week! Thanks, all."
		MoyTravis says, "Cya 'round."
		Roger exclaims, "see ya!"
		
*** SESSION 2 *** 		
		Jacqueline asks, "Knight, you were here for Tristam part I? Or no?"
		Jacqueline says, "I don't think you were."
MoyTravis has arrived. 		MoyTravis says, "Hello."
		Knight_Otu says, "No, I wasn't there."
		Jacqueline says (to Travis), "Hey"
		DavidW says, "hi all new arrivals"
		Jacqueline says (to KO), "Well, we were flying a plane and had to put it down in the ocean, we are on a small island, there are signs of human habitation but we haven't run into anyone yet, we think they're up on a big hill but we didn't have the energy to get up the big hill, but we explored what we could of the beach/coast and did some fishing, caught a fish, cooked the fish, ate the fish, then used a fishing net to make a hammock for a good sleep. Also, a sentient pelican gave us a flute that we can use to summon him for help, but so far when we tried to use it he just got angry."
		MoyTravis asks, "So...you guys finish the island thing?"
		Jacqueline asks, "Am I leaving out anything?"
		MoyTravis asks, "Or...was the island thing last week and I'm experiencing, like, time compression?"
		Jacqueline says, "We did not meet last week."
		MoyTravis says, "Oh."
		Jacqueline says, "This was two weeks ago and yes, you were here, Travis."
		Knight_Otu says, "Well that is quite the story."
		MoyTravis says, "Well, fair 'nuff."
		Jacqueline says (to KO), "I know, right? It sounds normal until the bit with the pelican."
		Jacqueline says, "Which as I was typing it, I was like... that part seems kind of out of place."
		DavidW says, "there's a muddy stair to clean. platform ropr to pull"
		Jacqueline asks, "Yeah. DW do you have the save password written down or do I need to go look it up?"
		DavidW says, "rope"
		DavidW says, "look it up plz"
		Knight_Otu says, "I mean, normal, sure, but most of us do not experience being marooned on an island after a water-landing."
		Knight_Otu says, "(Is marooned the right word there?)"
		Jacqueline says, "I think it is, yeah."
		MoyTravis says, ""stuck on an island" is a classic though."
		Knight_Otu says, "That it is."
		Jacqueline says, "Well... okay, fair. I lived in a place where I flew in small planes a lot, so that part doesn't seem too wild. But I never met a magical bird with a flute."
Jacqueline says (to ClubFloyd), "load sleepmask tristam" 		
CF ] Immaculate beach Score: 0, Turns: 0 		
CF | You lift your eyes up to the island and sigh. 		
CF | 		
CF | It was just supposed to be a trip like so many you've flown, taking 		
CF | your small airplane to a remote island in the south Atlantic Ocean to 		
CF | deliver medicine and spare parts. You thought you'd be back by sunset, 		
CF | but a storm like you've never seen before whipped up out of nowhere 		
CF | and battered your airplane. You were losing altitude so fast, you had 		
CF | no choice but to take your parachute and ditch the plane in the drink. 		
CF | You're extremely lucky to have spotted this small island, a tall chunk 		
CF | of rock in the middle of the ocean. It saved you from certain death; 		
CF | but you can't stay on this island forever. You'll have to explore and 		
CF | see what you're working with. 		
CF | 		
CF | You look back down and sigh. 		
CF | 		
CF | 		
CF | TRISTAM ISLAND 		
CF | By Hugo Labrande. 		
CF | Release 2 / Serial number 201128 / Inform v6.34 PunyInform v1.8 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "rope" 		
CF | %% Critical error. 		
CF | %% Message: stream_open_file: unable to open file. 		
CF ] Immaculate beach Score: 0, Turns: 0 		
CF | > RESTOREFailed restore. 		
CF | 		
CF | > 		Jacqueline says, "..."
		Knight_Otu says, "Oh carp."
		DavidW says, "no the pass will be cftristam or similar"
		Jacqueline says, "Oh. I thought you meant that was the password. Let me go look it up. One sec."
		DavidW says, "i was correcting my typing"
		Jacqueline says, "Yep. cftristam"
Jacqueline says (to ClubFloyd), "restore cftristam" 		
CF ] Immaculate beach Score: 0, Turns: 0 		
CF | > 		
CF | > RESTORE CFTRISTAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cftristam" 		
CF ] Edge of the woods Score: 23, Turns: 317 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		Jacqueline exclaims, "RESTOREOk!"
		MoyTravis asks, "...hooray?"
		Jacqueline says (to Knight), "You may also be interested to know that this is a puny inform game that runs on, like, a graphing calculator. Somehow."
		Jacqueline says, "So it's pretty bare bones but still modern but also retro."
		Knight_Otu says, "I think you mentioned that it's punyInform before, yes."
		DavidW says, "we should be able to clean stairs now"
		MoyTravis says, "Yeah it's...very retro? I did learn that in-game hints were apparently Not A Thing in the olden times."
		Jacqueline says, "Oh yeah, we also taught Travis about invisiclues and paid hint hotlines."
		Knight_Otu says, "(All the better to run hint hotlines ... to slow.)"
		Jacqueline says, "heh"
		Jacqueline asks, "I am still eating breakfast, but can drive if DW cannot. I just ... have no sense of direction whatsoever. Unless someone else is willing to drive?"
		MoyTravis says, "See, that's interesting, but also engenders no real desire for me to try and play anything from that era."
		Knight_Otu says, "I suspect I'd be too lost to drive."
		DavidW asks, "maybe you didnt see i broke elbow on Saturday last?"
		MoyTravis exclaims, "Oh no!"
		Jacqueline says (to DW), "Yes, I did see that. That sucks."
		Knight_Otu says, "I heard about it. Hope you'll get better soon."
		DavidW says, "i was in hospital for 3 days and can only type with left hand"
		MoyTravis says, "Oh no, I hope you recover quickly."
		Jacqueline says, "Yes, absolutely no worries! I guess I said, 'if DW cannot' when what I meant was 'since DW cannot'"
		Jacqueline says, "We're just glad you're here."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Edge of the woods Score: 23, Turns: 318 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | You can see a hammock here. 		
CF | 		
CF | > 		DavidW says, "leaning over to the laprop hurts tho cause moving right arm wrong way"
		Knight_Otu says, "Youch."
		DavidW says, "stair N i think"
		Jacqueline says (to DW), "Do not hurt yourself! It's okay. It's okay for you to watch."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Deep in the woods Score: 23, Turns: 319 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the woods 		
CF | You are unable to get much further here; in front of you, the hill 		
CF | gets very steep, covered in grass and mud. There might be a staircase 		
CF | embedded into the hill, but clearing the way won't be an easy task. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "clean stairs" 		
CF ] Top of the stairs Score: 28, Turns: 320 		
CF | > 		
CF | > CLEAN STAIRS 		
CF | 		
CF | You look up, and the tall hill seems daunting; but looking closely, 		
CF | you see some steps poking out of the mud, all the way up. You reckon 		
CF | you have time, and you don't have to finish today; so you sit down and 		
CF | start clearing the dirt off the steps. There's a few inches of soft 		
CF | mud covering the small steps, but with some patience, and your sturdy 		
CF | fishing knife to carve out some of the mud, you manage to clear enough 		
CF | mud to step on the next step. You continue methodically uncovering 		
CF | them, one by one. On the morning of the second day, you finally reach 		
CF | the top; you let out a victory shout, rub your hands on your trousers 		
CF | to get some of the mud off, and finally climb the last step. 		
CF | 		
CF | The top of the hill is rather flat, forming a vast plateau. You look 		
CF | around you, and your heart fills with joy. Incredibly, there are a 		
CF | dozen buildings here, of various sizes and all fairly recent-looking, 		
CF | the tallest one being the radio tower at the southwest, and the most 		
CF | imposing one being the tall, white house looming in the backdrop, to 		
CF | the east. It all seems surreal, but there it is: the island was 		
CF | inhabited by several dozen people, at some point. Now, everyone seems 		
CF | to have gone, but there is probably a lot of things lying around that 		
CF | could be useful -- not to mention, the radio might still be in working 		
CF | condition, and you might be able to figure out how to use it to call 		
CF | for help. Your chances of survival have drastically gone up! 		
CF | 		
CF | 		
CF | Top of the stairs 		
CF | You are standing near the south edge of the plateau. You can see the 		
CF | village from here; north of you is a row of houses. A long flight of 		
CF | stairs leads down to the forest by the beach. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Jacqueline says, "whoa text"
		Roger says, "the wonderous adventure of step de-mudding"
		Knight_Otu says, "We do play in the mud."
		MoyTravis says, "Oh hey we're found the abandoned research outpost. Soon we will be wandering around reading diary entries from doomed scientists."
		Knight_Otu says, "Oh my."
		Roger says, "what a twist"
		Roger says, "let's go loot some houses"
		MoyTravis exclaims, "Looting houses, hooray!"
		DavidW asks, "note white house?"
		Jacqueline asks, "KO, this just basically became a new game. Would you be willing to drive?"
		Jacqueline asks, "Or Roger or Travis?"
		DavidW asks, "zork red?"
DavidW says, "er ref" 		Roger says, "I'd prefer to defer"
		Roger says, "but if I must"
		Knight_Otu says, "I can try if the others don't want."
		MoyTravis says, "I hate driving, I can only ever stand it if I have an automap or, like...a map, map."
		MoyTravis says, "Driving, playing IF, whatever. My SOP for games is to just go and download a map, if it exists, haha."
		Jacqueline says, "Sounds like KO is willing."
		Knight_Otu says, "Let me get my paper, pencil, and bearings."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Top of the stairs Score: 28, Turns: 321 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a fishing knife. 		
CF | 		
CF | > 		
DavidW wish i could do the mapping 		
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Top of the stairs Score: 28, Turns: 322 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You're doing OK, all things considered. Still a bit shaken by the 		
CF | accident, but this island sure is interesting and warrants further 		
CF | exploration. You are fairly confident you will manage to escape, one 		
CF | way or another. You don't really know why -- just a hunch. 		
CF | 		
CF | > 		Jacqueline says, "Oh. So, we did have a limited inventory."
		MoyTravis asks, "Wait did we lose our magic flute?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Top of the stairs Score: 28, Turns: 323 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Top of the stairs 		
CF | You are standing near the south edge of the plateau. You can see the 		
CF | village from here; north of you is a row of houses. A long flight of 		
CF | stairs leads down to the forest by the beach. 		
CF | 		
CF | > 		Jacqueline says, "But we had more than a knife at one point."
		Knight_Otu says, "Huh."
		Jacqueline says, "Yeah, we had the magic flute and some other stuff."
		MoyTravis asks, "Or, did we - we dumped it somewhere, maybe?"
		MoyTravis asks, "I remember you could only hold, like, three things?"
		Jacqueline says, "Yeah. I think we ... dumped it near the fire? I feel like we at least need the flute."
		MoyTravis says, "(was that something retro games did too?)"
		Jacqueline says (to Travis), "Yes. Very common."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Top of the stairs Score: 28, Turns: 324 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW says, "yeah we dropped stuff. i dont remem where"
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Deep in the woods Score: 28, Turns: 325 		
CF | > 		
CF | > D 		
CF | 		
CF | You climb down the long flight of stairs, and reach the forest after a 		
CF | few minutes. 		
CF | 		
CF | Deep in the woods 		
CF | The hill is steep, but now that you have cleared the steps, it is very 		
CF | easy to go up. The forest is dense around you, but you can always go 		
CF | back to the clearing to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Edge of the woods Score: 28, Turns: 326 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | You can see a hammock here. 		
CF | 		
CF | > 		Jacqueline says, "Also, hunger and thirst timers that killed you, those too. Good times."
		MoyTravis says, ""good" she says"
		DavidW says, "maybe bag in a house"
		Jacqueline says (to Travis), "We sat on rocks, and we liked it. Yeah."
		Knight_Otu says, "Surely you remember the days when a few minutes without food caused starvation."
		Jacqueline says, "hahaha. I actually do."
Knight_Otu says (to ClubFloyd), " x rock" 		
CF ] Edge of the woods Score: 28, Turns: 327 		
CF | > 		
CF | > X ROCK 		
CF | 		
CF | A large, lopsided rock with a rather flat top seems to provide 		
CF | darkness and moisture to a whole bunch of critters underneath it. 		
CF | 		
CF | > 		Jacqueline says, "It happened one April Fool's Day on the MUD."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Sandy beach by the forest Score: 28, Turns: 328 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		Jacqueline says, "This place was mostly ghosts by the end of the day."
		Jacqueline says, "People hoarded food when it fell from the sky."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Immaculate beach Score: 28, Turns: 329 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		Jacqueline says, "I still have a Kentucky fried parrot shoved in a closet somewhere."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] End of the beach Score: 28, Turns: 330 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | End of the beach 		
CF | The beach on the south end of the island stops here; behind the large 		
CF | boulder, the coast turns into steep rocks that form a small cove to 		
CF | the north. The rest of the beach extends southwest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cove Score: 28, Turns: 331 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cove 		
CF | This small cove is made of a steep beach made of wet sand; the waves 		
CF | are a little more turbulent here, and there seems to be movement 		
CF | deeper in the waters. The part of the island that rises behind you is 		
CF | a steep hill covered in trees, curving up to what seems to be a 		
CF | plateau; this is probably not a good approach for the climb. From 		
CF | here, you can follow the coast by walking in shallow waters, towards 		
CF | the northwest or the south. 		
CF | 		
CF | > 		Jacqueline says, "I hated that day while it was happening, but now I look back upon it fondly."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] End of the beach Score: 28, Turns: 332 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | End of the beach 		
CF | The beach on the south end of the island stops here; behind the large 		
CF | boulder, the coast turns into steep rocks that form a small cove to 		
CF | the north. The rest of the beach extends southwest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Immaculate beach Score: 28, Turns: 333 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Sandy beach by the forest Score: 28, Turns: 334 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Southwestern cliffs Score: 28, Turns: 335 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Southwestern cliffs 		
CF | You are at the bottom of tall and almost vertical cliffs, standing on 		
CF | a small flat stretch of sand and rocks that you can barely call a 		
CF | beach. East of you is a sandy beach; to the northwest, you can see a 		
CF | small strait. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Narrow strait Score: 28, Turns: 336 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Narrow strait 		
CF | Here, the cliffs form an almost circular shape, holding a small pool 		
CF | of water that probably gets replenished with every high tide. It 		
CF | empties via a shallow channel of water that cuts the beach in two and 		
CF | runs off into the sea; interestingly, looking at the direction the 		
CF | channel goes made you notice some movement further in the water. The 		
CF | cliffs continue to the north and to the southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Northwestern cliffs Score: 28, Turns: 337 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Northwestern cliffs 		
CF | A small beach runs along the cliffs to the northwest of the island. 		
CF | South of you is a narrow strait, and the beach continues to the 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Northern cliffs Score: 28, Turns: 338 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Northern cliffs 		
CF | A tall cliff made of chalk runs along the northern edge of the island; 		
CF | down below, where you are standing, is a small beach littered with 		
CF | rocks and pebbles. Here, a small fishing boat is moored to a long 		
CF | wooden dock. A rickety-looking platform is resting on the beach, right 		
CF | against the side of the cliff; it looks like it rises all the way up 		
CF | to the top of the cliff with a rope-and-pulley mechanism. The beach 		
CF | continues southwest and east. 		
CF | 		
CF | You can also see a small stick here. 		
CF | 		
CF | > 		Jacqueline says, "We left everything as far away as possible so that you could experience all of this scenery, KO."
Knight_Otu says (to ClubFloyd), "x stick" 		
CF ] Northern cliffs Score: 28, Turns: 339 		
CF | > 		
CF | > X STICK 		
CF | 		
CF | This is the stick the albatross dropped on you after you gave it the 		
CF | fish. It's a few inches long, and hollow, with a few holes on its 		
CF | side... Oddly enough, it looks like some sort of flute. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Northern cliffs Score: 28, Turns: 340 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "So it seems."
		Roger says, "now for the big Lovecraftian turn"
		Jacqueline says, "We have the flute."
		Knight_Otu says, "And of course, since I started my map on the bottom of the paper, I had no room for these rooms."
		Jacqueline asks, "I'm not sure we need anything else?"
		Jacqueline says (to KO), "hahahaaawwww"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Northeastern tip Score: 28, Turns: 341 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Northeastern tip 		
CF | You reach what appears to be the end of the beach on this side of the 		
CF | island. The steep terrain to the southwest is impenetrable, but you 		
CF | might be able to walk in shallow waters and follow the coast towards 		
CF | the southeast, where the island retreats and forms a small cove. You 		
CF | could also follow the beach by going west. 		
CF | 		
CF | > 		Jacqueline asks, "Hopefully you never need these rooms again?"
		Knight_Otu says, "We'll see."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Cove Score: 28, Turns: 342 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Cove 		
CF | This small cove is made of a steep beach made of wet sand; the waves 		
CF | are a little more turbulent here, and there seems to be movement 		
CF | deeper in the waters. The part of the island that rises behind you is 		
CF | a steep hill covered in trees, curving up to what seems to be a 		
CF | plateau; this is probably not a good approach for the climb. From 		
CF | here, you can follow the coast by walking in shallow waters, towards 		
CF | the northwest or the south. 		
CF | 		
CF | > 		DavidW says, "one room had a flat rock emph'd"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] End of the beach Score: 28, Turns: 343 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | End of the beach 		
CF | The beach on the south end of the island stops here; behind the large 		
CF | boulder, the coast turns into steep rocks that form a small cove to 		
CF | the north. The rest of the beach extends southwest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Immaculate beach Score: 28, Turns: 344 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Immaculate beach 		
CF | This is the south side of the island you are now stuck on. The 		
CF | immensity of the Atlantic Ocean makes you feel minuscule, a needle in 		
CF | a haystack, with no chance of being rescued. A steep hill covered by a 		
CF | dense forest stands to the north; climbing it would likely take hours, 		
CF | and you don't really know what you could find there, so you might as 		
CF | well explore your new home. The beach extends to the northeast, where 		
CF | you can see a large boulder, and to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Sandy beach by the forest Score: 28, Turns: 345 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Sandy beach by the forest 		
CF | The small beach is angled down, with small waves crashing periodically 		
CF | on the shore. You can clearly see the high tide line, delineated by 		
CF | small shrubs that grow close to the sand. Behind these, to the north, 		
CF | is a clearing leading into the forest. The sandy beach extends 		
CF | eastward; to the west, below tall cliffs, it becomes smaller and 		
CF | rockier. 		
CF | 		
CF | You can see a fishing rod here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Edge of the woods Score: 28, Turns: 346 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Edge of the woods 		
CF | The woods begin here, in this small clearing; the trees, dense and 		
CF | bearing flowers of strikingly vibrant colours, give you a nice respite 		
CF | from the sun beating down on your head. The floor of the forest is 		
CF | rather dense undergrowth, which you imagine teeming with life; you're 		
CF | pretty sure you can see something moving under the large mossy rock 		
CF | here. You can go deeper in the forest by going north, or back to the 		
CF | beach by going to the south. 		
CF | 		
CF | You can see a hammock here. 		
CF | 		
CF | > 		Knight_Otu says, "I guess I've now seen most of what you've seen so far."
		Jacqueline says, "Yep. We were to scared to sleep on the ground because of the life teeming on the ground, so we had to make that hammock."
		Jacqueline says, "All of that took us two hours, though, so... you got the speed tour."
Knight_Otu says (to ClubFloyd), "look under rock" 		
CF ] Edge of the woods Score: 28, Turns: 347 		
CF | > 		
CF | > LOOK UNDER ROCK 		
CF | 		
CF | There seems to be movement under the rock; keeping your distance, you 		
CF | manage to spot a few thick worms. 		
CF | 		
CF | > 		Jacqueline says, "We used to those to fish."
		Knight_Otu says, "I guess these helped... right."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the woods Score: 28, Turns: 348 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the woods 		
CF | The hill is steep, but now that you have cleared the steps, it is very 		
CF | easy to go up. The forest is dense around you, but you can always go 		
CF | back to the clearing to the south. 		
CF | 		
CF | > 		Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the woods Score: 28, Turns: 349 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Top of the stairs Score: 28, Turns: 350 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the long flight of stairs, and reach the village after a 		
CF | few minutes. 		
CF | 		
CF | Top of the stairs 		
CF | You are standing near the south edge of the plateau. You can see the 		
CF | village from here; north of you is a row of houses. A long flight of 		
CF | stairs leads down to the forest by the beach. 		
CF | 		
CF | > 		DavidW says, "we baited the vrod with worm and flower"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Houses by the town centre Score: 28, Turns: 351 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Houses by the town centre 		
CF | A few houses are arranged in a row that forms a path going north, to a 		
CF | sort of plaza at the centre of the village, and south, to the edge of 		
CF | the plateau. The houses look similar, except the door to one of them 		
CF | looks different from the others -- much cruder, as if it had been 		
CF | replaced. You can cut across the grass to the west, to another house, 		
CF | or to the east, towards a fence. 		
CF | 		
CF | > 		Jacqueline says, "Oh right - I forgot about the flower. That was a clever touch."
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Houses by the town centre Score: 28, Turns: 352 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door looks rather unique, as if it had been hacked together using 		
CF | only the resources of the island; the other doors look like standard 		
CF | doors that must have been made in a factory and imported here. 		
CF | Interestingly, the hinges are positioned on the exterior of the house 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Houses by the town centre Score: 28, Turns: 353 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | All of these doors are closed and locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hinges" 		
CF ] Houses by the town centre Score: 28, Turns: 354 		
CF | > 		
CF | > X HINGES 		
CF | 		
CF | This door looks rather unique, as if it had been hacked together using 		
CF | only the resources of the island; the other doors look like standard 		
CF | doors that must have been made in a factory and imported here. 		
CF | Interestingly, the hinges are positioned on the exterior of the house 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Around the fence Score: 28, Turns: 355 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Around the fence 		
CF | You are roughly to the south of the tall white mansion, but on the 		
CF | other side of the chainlink fence with barbed wire at the top. This is 		
CF | the edge of the plateau, where the forest starts; the trees are rather 		
CF | tall, and their branches grow above the fence. You're guessing they 		
CF | weren't so tall when the island was inhabited. You can follow the 		
CF | fence to the northwest, or follow the edge of the plateau towards a 		
CF | few houses to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fence" 		
CF ] Fenced area Score: 28, Turns: 356 		
CF | > 		
CF | > X FENCE 		
CF | 		
CF | You decide to go take a closer look at the fence, and head northwest. 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		DavidW says, "so we'll need a hinge attack tool. acid maybe"
		Knight_Otu says, "Not what I thought would happen there."
		Jacqueline asks, "Or just a screwdriver... will our knife work?"
lkcampbell has arrived. 		DavidW says, "knife should def be tried"
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Houses by the town centre Score: 28, Turns: 357 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Houses by the town centre 		
CF | A few houses are arranged in a row that forms a path going north, to a 		
CF | sort of plaza at the centre of the village, and south, to the edge of 		
CF | the plateau. The houses look similar, except the door to one of them 		
CF | looks different from the others -- much cruder, as if it had been 		
CF | replaced. You can cut across the grass to the west, to another house, 		
CF | or to the east, towards a fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x knife" 		
CF ] Houses by the town centre Score: 28, Turns: 358 		
CF | > 		
CF | > X KNIFE 		
CF | 		
CF | This is probably a knife to gut fish; it has a slightly curved, six 		
CF | inch blade, and a wide wooden handle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Houses by the town centre Score: 28, Turns: 359 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door looks rather unique, as if it had been hacked together using 		
CF | only the resources of the island; the other doors look like standard 		
CF | doors that must have been made in a factory and imported here. 		
CF | Interestingly, the hinges are positioned on the exterior of the house 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door with knife" 		
CF ] Houses by the town centre Score: 28, Turns: 360 		
CF | > 		
CF | > OPEN DOOR WITH KNIFE 		
CF | 		
CF | You don't have the key to any of these doors. But maybe there's 		
CF | another way to open the crude door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hinges" 		
CF ] Houses by the town centre Score: 28, Turns: 361 		
CF | > 		
CF | > X HINGES 		
CF | 		
CF | This door looks rather unique, as if it had been hacked together using 		
CF | only the resources of the island; the other doors look like standard 		
CF | doors that must have been made in a factory and imported here. 		
CF | Interestingly, the hinges are positioned on the exterior of the house 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit hinges with knife" 		
CF ] Houses by the town centre Score: 28, Turns: 362 		
CF | > 		
CF | > HIT HINGES WITH KNIFE 		
CF | 		
CF | These doors are quite sturdy -- even the crude wooden door, which 		
CF | doesn't budge. 		
CF | 		
CF | > 		MoyTravis asks, "Are we trying to open in non-destructively?"
Jacqueline says (to ClubFloyd), "pry hinge with knife" 		
CF ] Houses by the town centre Score: 28, Turns: 363 		
CF | > 		
CF | > PRY HINGE WITH KNIFE 		
CF | 		
CF | You try to remove the pin with the fishing knife, but you keep cutting 		
CF | your fingers while trying to grab the pin. This might not be the right 		
CF | tool for the job. 		
CF | 		
CF | > 		Jacqueline says, "eep"
		MoyTravis says, "Wow we are...hmm. Man. That's concerning."
		Knight_Otu says, "I guess that answers that."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Houses by the town centre Score: 28, Turns: 363 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unscrew pin with knife" 		
CF ] Houses by the town centre Score: 28, Turns: 364 		
CF | > 		
CF | > UNSCREW PIN WITH KNIFE 		
CF | 		
CF | You don't have the key to any of these doors. But maybe there's 		
CF | another way to open the crude door. 		
CF | 		
CF | > 		Jacqueline says, "oh well"
		Knight_Otu says, "Hope we didn't get blood poisoning here."
		Jacqueline says, "Yeah."
		Jacqueline says, "I doubt it, though."
		DavidW says, "maybe pliers"
		Jacqueline says, "I think the game is pretty forgiving."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Houses by the town centre Score: 28, Turns: 364 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pry door with stick" 		
CF ] Houses by the town centre Score: 28, Turns: 365 		
CF | > 		
CF | > PRY DOOR WITH STICK 		
CF | 		
CF | The hinges are small, and you can't quite get at the pin with your 		
CF | fingers; you might need some kind of flat tool for this job. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Small house behind the pub Score: 28, Turns: 366 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		Roger says, "but not as flat as a knife"
		Jacqueline says, "But you can usually non-destructively dismantle a hinge either with a flat implement like a screwdriver/knife or by hammering the pin out from below. Then you just lift the door and it disconnects."
		DavidW asks, "chisel?"
		DavidW says, "we'll find another tool and go aha"
		Jacqueline says, "yeah"
Knight_Otu says (to ClubFloyd), "x house" 		
CF ] Small house behind the pub Score: 28, Turns: 367 		
CF | > 		
CF | > X HOUSE 		
CF | 		
CF | The pub landlord's house is near the pub, which is probably for the 		
CF | best. 		
CF | 		
CF | > 		Jacqueline says, "Just need to find another flat tool somewhere in this village of locked doors."
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Small house behind the pub Score: 28, Turns: 368 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door is unlocked and closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Darkness Score: 28, Turns: 369 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | Surprisingly, the door hadn't been locked before the occupants of the 		
CF | house fled the island. You open the door and enter the house. 		
CF | 		
CF | Inside the house 		
CF | Even with the door open, you cannot see much inside this house; only 		
CF | dark shapes that you are unable to identify. The only way is out. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		MoyTravis says, "What, seriously, it's daylight outside ain't it, how can we not see ANYTHING."
		Jacqueline says, "The house's windows and stuff must be boarded up."
		Jacqueline says, "I've been in cabins that are very dark, even in daylight."
		Knight_Otu adds a light source to the wishlist.
		MoyTravis asks, "Touch shapes? Feel shapes?"
		Roger says, "maybe we can wait for our eyes to adjust"
		Jacqueline says, "Well, just go inside, maybe."
Knight_Otu says (to ClubFloyd), "touch shapes" 		
CF ] Darkness Score: 28, Turns: 369 		
CF | > 		
CF | > TOUCH SHAPES 		
CF | 		
CF | Sorry, I don't understand what "shapes" means. 		
CF | 		
CF | > 		Jacqueline says, "Oh, we are inside."
		Knight_Otu says, "The game seems to like automatic movement."
		MoyTravis says, "It says it's dark even despite the fully opened door. Oh well."
		Jacqueline says (to Roger), "That's a dynamic that could be in games. 2 or 3 turns for your eyes to adjust."
		DavidW asks, "what if we get a light at the lighthouse?"
		Knight_Otu says, "I doubt this game does so however."
		Jacqueline says (to KO), "Agreed"
		Knight_Otu says (to David), "I guess that's apossibility."
		Jacqueline says, "I think we need a light in addition to a flat thing that doesn't cut us."
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Small house behind the pub Score: 28, Turns: 370 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		DavidW says, "i have seen the adjusting eyes trick done"
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Base of tower Score: 28, Turns: 371 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Base of tower 		
CF | A steel tower rises overhead, black against the sunny sky. This is an 		
CF | observation tower, facing southeast, towards a small island you can 		
CF | barely distinguish on the horizon. The metallic mast at the top of the 		
CF | tower means it doubles as a radio tower, though you don't know where 		
CF | the controls are. The ladder is missing a few rungs, which makes you 		
CF | unable to climb it -- for now. You can go back to the little house to 		
CF | the northeast. 		
CF | 		
CF | You can see a dirty sixpence here. 		
CF | 		
CF | > 		MoyTravis asks, "'sixpence'?"
		Knight_Otu says, "For now, the game says."
Knight_Otu says (to ClubFloyd), "x coin" 		
CF ] Base of tower Score: 28, Turns: 372 		
CF | > 		
CF | > X COIN 		
CF | 		
CF | A dirty sixpence, minted in 1959. 		
CF | 		
CF | > 		Jacqueline says, "Now we're all the richer."
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Base of tower Score: 28, Turns: 373 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW;game with sqirrel pc 		Knight_Otu asks, "Isn't it none the richer?"
		Jacqueline says, "Maybe the one person left on the island is a shop keeper and we'll need to buy a thing."
		lkcampbell says, "dirty sixpence sounds like a euphemism"
		Jacqueline says (to KO), "Yes, that's true."
		DavidW says, "That coin might open the door maybe"
		Jacqueline exclaims (at DW), "!"
		Jacqueline says, "Gosh, it might."
		Jacqueline says, "That would be very annoying, but yes."
		MoyTravis says, "how tho"
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Small house behind the pub Score: 28, Turns: 374 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		DavidW says, "screwdriver action"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Houses by the town centre Score: 28, Turns: 375 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Houses by the town centre 		
CF | A few houses are arranged in a row that forms a path going north, to a 		
CF | sort of plaza at the centre of the village, and south, to the edge of 		
CF | the plateau. The houses look similar, except the door to one of them 		
CF | looks different from the others -- much cruder, as if it had been 		
CF | replaced. You can cut across the grass to the west, to another house, 		
CF | or to the east, towards a fence. 		
CF | 		
CF | > 		Jacqueline asks, "Lance! When did you show up?"
		Jacqueline says, "Hello."
Knight_Otu says (to ClubFloyd), "pry door with coin" 		
CF ] Houses by the town centre Score: 28, Turns: 376 		
CF | > 		
CF | > PRY DOOR WITH COIN 		
CF | 		
CF | The hinges are small, and you can't quite get at the pin with your 		
CF | fingers; you might need some kind of flat tool for this job. 		
CF | 		
CF | > 		lkcampbell says, "Right now **POOF**"
Knight_Otu says (to ClubFloyd), "unscrew hinges with coin" 		
CF ] Houses by the town centre Score: 28, Turns: 377 		
CF | > 		
CF | > UNSCREW HINGES WITH COIN 		
CF | 		
CF | You don't have the key to any of these doors. But maybe there's 		
CF | another way to open the crude door. 		
CF | 		
CF | > 		DavidW says, "ok not the coin"
		lkcampbell says, "Hello :)"
		Knight_Otu says, "No faux-screwdriver for us."
Jacqueline says (to ClubFloyd), "pry pin with coin" 		
CF ] Houses by the town centre Score: 28, Turns: 378 		
CF | > 		
CF | > PRY PIN WITH COIN 		
CF | 		
CF | The hinges are small, and you can't quite get at the pin with your 		
CF | fingers; you might need some kind of flat tool for this job. 		
CF | 		
CF | > 		MoyTravis says, "'allo."
		Roger says, "maybe we'll find a railroad track to leave it on"
		Jacqueline says, "The verb, when we have the tool, will be 'pry' I think"
		Knight_Otu says, "Hello, hello."
		Knight_Otu says, "Back to explorationing."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Centre of the village Score: 28, Turns: 379 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fountain" 		
CF ] Centre of the village Score: 28, Turns: 380 		
CF | > 		
CF | > X FOUNTAIN 		
CF | 		
CF | The village fountain is really just a small pump that can pour water 		
CF | over a metal tub. Inside the metal tub is a damaged sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x damaged coin" 		
CF ] Centre of the village Score: 28, Turns: 381 		
CF | > 		
CF | > X DAMAGED COIN 		
CF | 		
CF | A damaged sixpence, minted in 1959. 		
CF | 		
CF | > 		lkcampbell asks, "anyone here authoring an IFCOMP 2021 game?"
		DavidW asks, "ohhhh fix generator for light?"
Knight_Otu says (to ClubFloyd), "get damaged" 		
CF ] Centre of the village Score: 28, Turns: 382 		
CF | > 		
CF | > GET DAMAGED 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x generator" 		
CF ] Centre of the village Score: 28, Turns: 382 		
CF | > 		
CF | > X GENERATOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis says, "Yeah."
		MoyTravis asks, "What is with the sixpence and this village?"
		MoyTravis says, "Err, yeah to your question, Lance."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Centre of the village Score: 28, Turns: 383 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a damaged sixpence, a dirty sixpence, a small stick 		
CF | and a fishing knife. 		
CF | 		
CF | > 		Knight_Otu asks, "The coins may be a hint to how old the settlement is?"
		DavidW says, "hope we dont need to assemble a battery from 2 coin types plus salt water"
		Jacqueline says, "In 500 turns, we will have a thirty sixpence, each with its own adjective."
		Knight_Otu says, "And we have to pay some automaton that wants one specific type of sixpence."
		lkcampbell says, "cool, your the first person I talked to who is. SeaTac group doesn't have anyone this year I don't think."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Fenced area Score: 28, Turns: 384 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x guardhouse" 		
CF ] Fenced area Score: 28, Turns: 385 		
CF | > 		
CF | > X GUARDHOUSE 		
CF | 		
CF | A small shack, with only a chair and a little desk, is behind the 		
CF | fence, right next to the door. This means there was a guard employed 		
CF | full-time to monitor access, and occasionally point to the sign that 		
CF | says "Authorised Personnel Only". But what could be in that white 		
CF | house that was so important to be closed off to the rest of the people 		
CF | in the island? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Power generators of the island Score: 28, Turns: 386 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. The power generators are all connected to a central 		
CF | tank, which would get filled, presumably with diesel, to keep the 		
CF | lights on -- and hopefully power the radio tower. Restarting them 		
CF | would give you a good chance of being able to call for help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tank" 		
CF ] Power generators of the island Score: 28, Turns: 387 		
CF | > 		
CF | > X TANK 		
CF | 		
CF | The generators seem to have been modified to all get their fuel from a 		
CF | central tank, also painted green. The tank is very large, and can 		
CF | probably store enough fuel for days. The problem is, you have no idea 		
CF | where to find any diesel, if there is even any left on the island. You 		
CF | might need to get creative. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x machines" 		
CF ] Power generators of the island Score: 28, Turns: 388 		
CF | > 		
CF | > X MACHINES 		
CF | 		
CF | Three imposing green diesel generators made of metal are here; the 		
CF | sticker, which is almost peeled off, says "Lister Diesel Power 		
CF | Generator - 12 hp". The generators seem to have been modified to all 		
CF | get their fuel from a central tank, also painted green. They have seen 		
CF | better days: the paint on the flywheel is chipped, and the crank shows 		
CF | some corrosion. Hopefully you can get them to run for a few hours, so 		
CF | you can find the island's radio and send a call for help. 		
CF | 		
CF | > 		Knight_Otu asks, "12 hit points? What's this, three commoners?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Power generators of the island Score: 28, Turns: 389 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW says, "horsepower"
		Knight_Otu says, "(Yes,yes, just a little joke.)"
Knight_Otu says (to ClubFloyd), "x crank" 		
CF ] Power generators of the island Score: 28, Turns: 390 		
CF | > 		
CF | > X CRANK 		
CF | 		
CF | The crank is connected to a heavy flywheel. You don't know too much 		
CF | about generators, but it looks like turning the crank starts the 		
CF | flywheel, which starts the whole generator and the fuel injection 		
CF | system. They have seen better days: the paint on the flywheel is 		
CF | chipped, and the crank shows some corrosion. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flywheel" 		
CF ] Power generators of the island Score: 28, Turns: 391 		
CF | > 		
CF | > X FLYWHEEL 		
CF | 		
CF | Three imposing green diesel generators made of metal are here; the 		
CF | sticker, which is almost peeled off, says "Lister Diesel Power 		
CF | Generator - 12 hp". The generators seem to have been modified to all 		
CF | get their fuel from a central tank, also painted green. They have seen 		
CF | better days: the paint on the flywheel is chipped, and the crank shows 		
CF | some corrosion. Hopefully you can get them to run for a few hours, so 		
CF | you can find the island's radio and send a call for help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Power generators of the island Score: 28, Turns: 392 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Centre of the village Score: 28, Turns: 393 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		Jacqueline says, "It took me a second to even figure out where you were getting hitpoints from."
		DavidW says, "what happens if turn crank"
		Roger says, "one of the more realistic generators I've seen around"
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Power generators of the island Score: 28, Turns: 394 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. The power generators are all connected to a central 		
CF | tank, which would get filled, presumably with diesel, to keep the 		
CF | lights on -- and hopefully power the radio tower. Restarting them 		
CF | would give you a good chance of being able to call for help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn crank" 		
CF ] Power generators of the island Score: 28, Turns: 395 		
CF | > 		
CF | > TURN CRANK 		
CF | 		
CF | The wheels are very heavy, and it's quite the effort to start turning 		
CF | the crank. You turn it for a few rotations, but nothing happens; even 		
CF | after you flip the small lever on the generator, which in theory 		
CF | should start injecting the fuel, still nothing. 		
CF | 		
CF | > 		Knight_Otu says, "Nothing much happens."
		Jacqueline says, "I like how there was pretty limited infrastructure here, but they had a radio tower and a pub."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Centre of the village Score: 28, Turns: 396 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		Roger says, "search for fuel, I guess"
		Knight_Otu says, "A necessity of social life, and also a pub."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Outside the pub Score: 28, Turns: 397 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		Roger says, "one could /probably/ run a diesel off fish oil with some gumption"
		Jacqueline says, "I guess we'll just have to make biofuel from our own poop."
		Jacqueline says, "But Roger might be on to something. There could be fry oil in the pub."
		DavidW says, "alcohol can be fuel"
		Jacqueline says, "Or alcohol, yeah."
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Outside the pub Score: 28, Turns: 398 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Outside the pub Score: 28, Turns: 399 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door is locked and closed. 		
CF | 		
CF | > 		Knight_Otu says, "Should have guessed it to be locked."
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Outside the storehouse Score: 28, Turns: 400 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Outside the storehouse 		
CF | You are near the edge of the cliff. There is a rope-and-pulley 		
CF | mechanism here, attached to a platform that is currently on the beach 		
CF | below; this was probably used for fishing. The building here, towards 		
CF | the west, is larger than most other ones in the village, and doesn't 		
CF | have any windows; it looks like the island's storehouse. Its door was 		
CF | left open, and you can see there still are a few things inside on its 		
CF | shelves. South is an overgrown garden, and southeast is the island's 		
CF | pub. You can also go east to a house by the cliffs. 		
CF | 		
CF | > 		DavidW asks, "garden?"
		Knight_Otu says, "Right, the garden."
Knight_Otu says (to ClubFloyd), "x mechanism" 		
CF ] Outside the storehouse Score: 28, Turns: 401 		
CF | > 		
CF | > X MECHANISM 		
CF | 		
CF | The platform against the cliff looks a bit like a bucket, and a very 		
CF | long rope is tied to its metal handle, up to a pulley mechanism. The 		
CF | other end of the rope is lying on the beach. 		
CF | 		
CF | > 		Jacqueline asks, "What was in the storehouse?"
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Darkness Score: 28, Turns: 402 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Storehouse - Front 		
CF | The storehouse doesn't have any windows, so it's quite dark in here; 		
CF | but with the door open, you can see enough to notice that there are 		
CF | quite a few things left on the shelves. You can't really go further in 		
CF | the storehouse, as it is too dark, but you can go out through the 		
CF | door, to the east. 		
CF | 		
CF | > 		DavidW says, "loot storehouse shelves"
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF ] Darkness Score: 33, Turns: 403 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | You step aside so the sun lights the shelves a bit better. There are a 		
CF | few tools, a little bit of hardware, and -- ah! A torch! You grab it, 		
CF | wondering if it still works, and if there are any batteries inside. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Jacqueline says, "Maybe this makes me foolish, but I'd go into the dark shed."
		MoyTravis says, "...man this "you open the door and it's too dark even to, like, take things out into the light" shtick is vexing me."
		Roger says, "it's too dark to see something narsty"
		Jacqueline exclaims, "TORCH!"
Knight_Otu says (to ClubFloyd), "x torch" 		
CF ] Darkness Score: 33, Turns: 404 		
CF | > 		
CF | > X TORCH 		
CF | 		
CF | An old torch, with a cylindrical stick-like body; this is also where 		
CF | you insert the batteries. 		
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 ] Darkness Score: 33, Turns: 404 		
CF | > SAVEOk. 		
CF | 		
CF | > 		MoyTravis says, "...lol, I say that just as it goes "no wait you can just actually x things it's fine""
		Jacqueline says, "heh"
		Jacqueline says, "yeah"
		MoyTravis asks, "Game why say it's too dark? What's your deal, huh?"
Knight_Otu says (to ClubFloyd), "turn on torch" 		
CF ] Storehouse - Front Score: 33, Turns: 405 		
CF | > 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Storehouse - Front 		
CF | There are quite a few things left on the shelves; one seems to be for 		
CF | random tools and hardware, and another one, in the corner, is for food 		
CF | -- breakfast food, apparently. You can go west, around the shelves and 		
CF | further in the storehouse, or leave through the door at the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x food shelf" 		
CF ] Storehouse - Front Score: 33, Turns: 406 		
CF | > 		
CF | > X FOOD SHELF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Storehouse - Back Score: 33, Turns: 407 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Storehouse - Back 		
CF | The light of your torch shows more shelves, with a few cans of food -- 		
CF | mostly fish and Spam -- and a couple of bottles of condiments here. 		
CF | Further in the storehouse, there seems to be a dark room, which you 		
CF | enter by going west through door frame; you can also go back out to 		
CF | the front of the storehouse, towards the east. 		
CF | 		
CF | A backpack is here, slouched against the wall by the door frame. 		
CF | 		
CF | > 		MoyTravis asks, "Check the expiration dates on the food?"
Knight_Otu says (to ClubFloyd), "x cans" 		
CF ] Storehouse - Back Score: 33, Turns: 408 		
CF | > 		
CF | > X CANS 		
CF | 		
CF | These shelves haven't been completely emptied, as there are a few 		
CF | cans, jars and bottles left. The bottles are mostly Worcestershire and 		
CF | Marmite -- which confirms that the island was inhabited by British 		
CF | people. The cans are cans of SPAM spiced ham, with the iconic label; 		
CF | as for the jars, they look like regular canning jars, probably Kilner 		
CF | jars, and they contain a grey and silver mixture. Coming closer, you 		
CF | see there are labels: "Grey mullet", "Bluefish", and the 		
CF | appetizing-sounding "Various". This probably means the people living 		
CF | on the island fished extensively, and canned whatever fish they could 		
CF | spare in order to have some on hand at any time. This is very good 		
CF | news for you; the cans will last a while and save you some trouble. 		
CF | 		
CF | > 		DavidW says, "BACKPACK"
Knight_Otu says (to ClubFloyd), "get backpack" 		
CF ] Storehouse - Back Score: 38, Turns: 409 		
CF | > 		
CF | > GET BACKPACK 		
CF | 		
CF | You take the backpack and wear it on your shoulders. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Storehouse - Back Score: 38, Turns: 410 		
CF | > 		
CF | > X IT 		
CF | 		
CF | This khaki backpack isn't broken or torn; it's just been forgotten, 		
CF | left slumped against a wall at the back of the storehouse. This is 		
CF | great for you, and will increase your carrying capacity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Storehouse - Back Score: 38, Turns: 411 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | The backpack is empty. 		
CF | 		
CF | > 		Roger says, "HUZZAH"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Canning workbench Score: 38, Turns: 412 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Canning workbench 		
CF | It takes you a few minutes to realize what this room was used for, but 		
CF | you realize this was a canning workbench, which presumably was used to 		
CF | can fish, and maybe other things. There is a workbench in the middle 		
CF | of the room, on top of which is resting a metal bowl. A low sink is to 		
CF | the side of the room, next to a stovetop, on top of which is a 		
CF | pressure canner; the rest is empty counter space, and a few empty 		
CF | Kilner jars. The only way is out. 		
CF | 		
CF | > 		MoyTravis says, ""increase" please game, please, let it be increased to infinity."
		Knight_Otu exclaims, "But then we can't get the improved, greater, and epic backpacks!"
Knight_Otu says (to ClubFloyd), "x bowl" 		
CF ] Canning workbench Score: 38, Turns: 413 		
CF | > 		
CF | > X BOWL 		
CF | 		
CF | This metal bowl was probably used to gut fish; it is looks like 		
CF | stainless steel, and cleaned up very nicely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Canning workbench Score: 38, Turns: 414 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | (putting the fishing knife into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "never seen canning tools in IF before"
Knight_Otu says (to ClubFloyd), "x sink" 		
CF ] Canning workbench Score: 38, Turns: 415 		
CF | > 		
CF | > X SINK 		
CF | 		
CF | There is everything you need here to can fish: a workbench, as high as 		
CF | your waist, to cut the fish; a sink, to clean it; a stovetop, to boil 		
CF | water; and a pressure canner, to put the jars in for sterilization. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x jars" 		
CF ] Canning workbench Score: 38, Turns: 416 		
CF | > 		
CF | > X JARS 		
CF | 		
CF | A dozen clean, empty Kilner jars are resting on the counters; their 		
CF | lids are somewhere around there, too. These would presumably have been 		
CF | used to can more fish. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get jars" 		
CF ] Canning workbench Score: 38, Turns: 417 		
CF | > 		
CF | > GET JARS 		
CF | 		
CF | They are made of breakable glass and cannot contain that much; you'd 		
CF | rather not bother. 		
CF | 		
CF | > 		Knight_Otu says, "Fair enough."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storehouse - Back Score: 38, Turns: 418 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Storehouse - Back 		
CF | The light of your torch shows more shelves, with a few cans of food -- 		
CF | mostly fish and Spam -- and a couple of bottles of condiments here. 		
CF | Further in the storehouse, there seems to be a dark room, which you 		
CF | enter by going west through door frame; you can also go back out to 		
CF | the front of the storehouse, towards the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storehouse - Front Score: 38, Turns: 419 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Storehouse - Front 		
CF | There are quite a few things left on the shelves; one seems to be for 		
CF | random tools and hardware, and another one, in the corner, is for food 		
CF | -- breakfast food, apparently. You can go west, around the shelves and 		
CF | further in the storehouse, or leave through the door at the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn of torch" 		
CF ] Storehouse - Front Score: 38, Turns: 420 		
CF | > 		
CF | > TURN OF TORCH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn off torch" 		
CF ] Storehouse - Front Score: 38, Turns: 421 		
CF | > 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You need the light -- you wouldn't want to trip on something on your 		
CF | way out. 		
CF | 		
CF | > 		DavidW says, "no windows - smells fishy"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Outside the storehouse Score: 38, Turns: 422 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the storehouse 		
CF | You are near the edge of the cliff. There is a rope-and-pulley 		
CF | mechanism here, attached to a platform that is currently on the beach 		
CF | below; this was probably used for fishing. The building here, towards 		
CF | the west, is larger than most other ones in the village, and doesn't 		
CF | have any windows; it looks like the island's storehouse. Its door was 		
CF | left open, and you can see there still are a few things inside on its 		
CF | shelves. South is an overgrown garden, and southeast is the island's 		
CF | pub. You can also go east to a house by the cliffs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn off torch" 		
CF ] Outside the storehouse Score: 38, Turns: 423 		
CF | > 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn off the torch so as to preserve the battery. 		
CF | 		
CF | > 		Jacqueline asks, "Was there nothing in the hardware for the hinges?"
		DavidW says, "was wondering that"
		Knight_Otu says, "I guess I didn't really check."
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Darkness Score: 38, Turns: 424 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Storehouse - Front 		
CF | The storehouse doesn't have any windows, so it's quite dark in here; 		
CF | but with the door open, you can see enough to notice that there are 		
CF | quite a few things left on the shelves. You can't really go further in 		
CF | the storehouse, as it is too dark, but you can go out through the 		
CF | door, to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on torch" 		
CF ] Storehouse - Front Score: 38, Turns: 425 		
CF | > 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Storehouse - Front 		
CF | There are quite a few things left on the shelves; one seems to be for 		
CF | random tools and hardware, and another one, in the corner, is for food 		
CF | -- breakfast food, apparently. You can go west, around the shelves and 		
CF | further in the storehouse, or leave through the door at the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tools" 		
CF ] Storehouse - Front Score: 38, Turns: 426 		
CF | > 		
CF | > X TOOLS 		
CF | 		
CF | On the shelves by the door are spanners and wrenches of different 		
CF | sizes, some batteries, some spare lightbulbs, and a few wires. 		
CF | 		
CF | > 		Jacqueline exclaims, "Also batteries!"
Knight_Otu says (to ClubFloyd), "x food" 		
CF ] Storehouse - Front Score: 38, Turns: 427 		
CF | > 		
CF | > X FOOD 		
CF | 		
CF | You'll need more than the food on this shelf to survive, but what's on 		
CF | display here might still be very useful to you. The bag of coffee 		
CF | might still be good, but you're not sure about these teabags. The jam 		
CF | is probably bad, as well as the margarine; but those cans of beans are 		
CF | almost definitely still edible. You're not hungry right now, since you 		
CF | ate that fish not so long ago, but it's nice to know your menu choices 		
CF | have slightly expanded. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get batteries" 		
CF ] Storehouse - Front Score: 38, Turns: 428 		
CF | > 		
CF | > GET BATTERIES 		
CF | 		
CF | You don't have the need for any of them right now, but you know where 		
CF | they are if you need them. 		
CF | 		
CF | > 		Jacqueline says, "okay"
		Knight_Otu says, "I guess we don't quite need to worry about battery power."
Knight_Otu says (to ClubFloyd), "get wires" 		
CF ] Storehouse - Front Score: 38, Turns: 429 		
CF | > 		
CF | > GET WIRES 		
CF | 		
CF | You don't have the need for any of them right now, but you know where 		
CF | they are if you need them. 		
CF | 		
CF | > 		Jacqueline asks, "Anyway, wrench?"
		DavidW says, "wrench"
Knight_Otu says (to ClubFloyd), "get wrench" 		
CF ] Storehouse - Front Score: 38, Turns: 430 		
CF | > 		
CF | > GET WRENCH 		
CF | 		
CF | You don't have the need for any of them right now, but you know where 		
CF | they are if you need them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get spanner" 		
CF ] Storehouse - Front Score: 38, Turns: 431 		
CF | > 		
CF | > GET SPANNER 		
CF | 		
CF | You don't have the need for any of them right now, but you know where 		
CF | they are if you need them. 		
CF | 		
CF | > 		Jacqueline says, "I DO NEED A WRENCH"
		MoyTravis says, "Game says no."
		Jacqueline says, "I SO NEED ONE"
		Jacqueline narrows her eyes at the screen.
		Knight_Otu says, "f e"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Outside the storehouse Score: 38, Turns: 432 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the storehouse 		
CF | You are near the edge of the cliff. There is a rope-and-pulley 		
CF | mechanism here, attached to a platform that is currently on the beach 		
CF | below; this was probably used for fishing. The building here, towards 		
CF | the west, is larger than most other ones in the village, and doesn't 		
CF | have any windows; it looks like the island's storehouse. Its door was 		
CF | left open, and you can see there still are a few things inside on its 		
CF | shelves. South is an overgrown garden, and southeast is the island's 		
CF | pub. You can also go east to a house by the cliffs. 		
CF | 		
CF | > 		Jacqueline says, "Man. Taunt me with a backpack, then don't let me take stuff."
		DavidW says, "your castle is in another princess"
Knight_Otu says (to ClubFloyd), "turn off torch" 		
CF ] Outside the storehouse Score: 38, Turns: 433 		
CF | > 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn off the torch so as to preserve the battery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Overgrown garden Score: 38, Turns: 434 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Overgrown garden 		
CF | This seems to have been, a long time ago, some sort of vegetable 		
CF | patch. About a dozen shallow trenches have been dug here; they are now 		
CF | covered in weeds and tall grass. You're guessing the people living 		
CF | here were trying to grow a few vegetables, to supplement a diet that 		
CF | mostly consisted of fish from the sea and canned food from the 		
CF | island's storehouse, which you can see to the north. You are behind 		
CF | the island's pub, which is east of you; there is also a house to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x trenches" 		
CF ] Overgrown garden Score: 38, Turns: 435 		
CF | > 		
CF | > X TRENCHES 		
CF | 		
CF | The trenches that were dug by the inhabitants of the island have been 		
CF | invaded by weeds and grass; the outline of the vegetable patch is only 		
CF | vaguely discernible under the thick vegetation. 		
CF | 		
CF | > 		Jacqueline smiles at DavidW. "I'm glad your elbow felt good enough to make that Mario joke."
Knight_Otu says (to ClubFloyd), "dig patch" 		
CF ] Overgrown garden Score: 38, Turns: 436 		
CF | > 		
CF | > DIG PATCH 		
CF | 		
CF | You take a look at the trenches, hoping to find something interesting. 		
CF | After a few minutes, you spot a coin; it's a sixpence, that you pick 		
CF | up. 		
CF | 		
CF | > 		Jacqueline says, "Yay a sixpence"
		Jacqueline says, "What is its adjective/"
		Jacqueline asks, "?"
		Knight_Otu says, "I was expecting one, and yet it took me by surprise."
		MoyTravis says, "Huh maybe Jacq was right about the thirty sixpence."
Knight_Otu says (to ClubFloyd), "x soiled sixpence" 		
CF ] Overgrown garden Score: 38, Turns: 437 		
CF | > 		
CF | > X SOILED SIXPENCE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Overgrown garden Score: 38, Turns: 438 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a shiny sixpence, a metal bowl (which is empty), a 		
CF | backpack (which contains a fishing knife) (worn), a torch, a damaged 		
CF | sixpence, a dirty sixpence and a small stick. 		
CF | 		
CF | > 		Jacqueline exclaims, "Shiny!"
Knight_Otu says (to ClubFloyd), "x shiny" 		
CF ] Overgrown garden Score: 38, Turns: 439 		
CF | > 		
CF | > X SHINY 		
CF | 		
CF | A shiny sixpence, minted in 1956. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dirty" 		
CF ] Overgrown garden Score: 38, Turns: 440 		
CF | > 		
CF | > X DIRTY 		
CF | 		
CF | A dirty sixpence, minted in 1959. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x damaged" 		
CF ] Overgrown garden Score: 38, Turns: 441 		
CF | > 		
CF | > X DAMAGED 		
CF | 		
CF | A damaged sixpence, minted in 1959. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Jacqueline asks, "Do we assume it is current day?"
		Knight_Otu says, "I don't know. Might be."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Small house behind the pub Score: 38, Turns: 442 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on torch" 		
CF ] Small house behind the pub Score: 38, Turns: 443 		
CF | > 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Small house behind the pub Score: 38, Turns: 444 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ope door" 		
CF ] Small house behind the pub Score: 38, Turns: 444 		
CF | > 		
CF | > OPE DOOR 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Inside the house Score: 38, Turns: 445 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | Surprisingly, the door hadn't been locked before the occupants of the 		
CF | house fled the island. You open the door and enter the house. 		
CF | 		
CF | Inside the pub landlord's house 		
CF | This is a very small house, more like a cottage really. The posters on 		
CF | the wall give a clue about who lived in that house: given that they're 		
CF | all Guinness or Watney's posters, and given the aprons hanging on the 		
CF | hooks by the door, you're quite sure this is the pub landlord's house. 		
CF | There is no kitchen, just a living room and a small bathroom, and 		
CF | there are few pieces of furniture: a bed, a table and four chairs. You 		
CF | also spot a safe by the foot of the bed. The only way here is out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bed" 		
CF ] Inside the house Score: 38, Turns: 446 		
CF | > 		
CF | > X BED 		
CF | 		
CF | 		
CF | Inside the pub landlord's house 		
CF | This is a very small house, more like a cottage really. The posters on 		
CF | the wall give a clue about who lived in that house: given that they're 		
CF | all Guinness or Watney's posters, and given the aprons hanging on the 		
CF | hooks by the door, you're quite sure this is the pub landlord's house. 		
CF | There is no kitchen, just a living room and a small bathroom, and 		
CF | there are few pieces of furniture: a bed, a table and four chairs. You 		
CF | also spot a safe by the foot of the bed. The only way here is out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Inside the house Score: 38, Turns: 447 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | 		
CF | Inside the pub landlord's house 		
CF | This is a very small house, more like a cottage really. The posters on 		
CF | the wall give a clue about who lived in that house: given that they're 		
CF | all Guinness or Watney's posters, and given the aprons hanging on the 		
CF | hooks by the door, you're quite sure this is the pub landlord's house. 		
CF | There is no kitchen, just a living room and a small bathroom, and 		
CF | there are few pieces of furniture: a bed, a table and four chairs. You 		
CF | also spot a safe by the foot of the bed. The only way here is out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x safe" 		
CF ] Inside the house Score: 38, Turns: 448 		
CF | > 		
CF | > X SAFE 		
CF | 		
CF | A short, cube-shaped safe is by the foot of the bed; its door is shut. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Inside the house Score: 38, Turns: 449 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You pull on the safe door -- to your surprise, it opens, just like 		
CF | that! The safe appears to contain a key. 		
CF | 		
CF | > 		Knight_Otu blinks.
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] Inside the house Score: 43, Turns: 450 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | (putting the small stick into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		MoyTravis says, ""Prior to Decimal Day in 1971 there were 240 pence in one pound sterling. Twelve pence made a shilling, and twenty shillings made a pound." gosh that must have been vexing to deal with."
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Inside the house Score: 43, Turns: 451 		
CF | > 		
CF | > X IT 		
CF | 		
CF | This key was in the safe of the pub landlord's house; it's a spare key 		
CF | for the pub. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under bed" 		
CF ] Inside the house Score: 43, Turns: 452 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | You can't really look under that. 		
CF | 		
CF | > 		Knight_Otu says, "I guess the key was our prize here."
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Small house behind the pub Score: 43, Turns: 453 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn off torch" 		
CF ] Small house behind the pub Score: 43, Turns: 454 		
CF | > 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn off the torch so as to preserve the battery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Outside the pub Score: 43, Turns: 455 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with key" 		
CF ] Outside the pub Score: 43, Turns: 456 		
CF | > 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | You unlock the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Outside the pub Score: 43, Turns: 457 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Outside the pub Score: 43, Turns: 458 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Darkness Score: 43, Turns: 459 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is mostly engulfed in darkness, although a little light is 		
CF | filtering through the windows. You can spot the bar and a few chairs, 		
CF | but that's about it. You can go out by the door. 		
CF | 		
CF | > 		MoyTravis says, "...gaaaaaame, come on."
Knight_Otu says (to ClubFloyd), "turn on torch" 		
CF ] Pub Score: 43, Turns: 460 		
CF | > 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		MoyTravis says, ""Ok so, we're evacuating, what should we take first?""
		MoyTravis says, ""Drinks, obviously.""
		Knight_Otu says, "With PunyInform being more lightweight, I guess automatically opening doors is an easy victim."
Knight_Otu says (to ClubFloyd), "x pint" 		
CF ] Pub Score: 43, Turns: 461 		
CF | > 		
CF | > X PINT 		
CF | 		
CF | A single pint is on a table, empty and forgotten. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Pub Score: 43, Turns: 462 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | It is made of breakable glass and cannot contain that much; you'd 		
CF | rather not bother. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, that's an extension, I think. Most older games didn't do the door bit."
Knight_Otu says (to ClubFloyd), "x map" 		
CF ] Pub Score: 45, Turns: 463 		
CF | > 		
CF | > X MAP 		
CF | 		
CF | The map on the wall displays two islands. The largest one is called 		
CF | Kingsley Island; to the southwest is Tristam Island. You contemplate 		
CF | the geography for a few seconds, then it strikes you: the large island 		
CF | is the one you are on right now! No doubt about it: the plateau, the 		
CF | forest, the cliffs, the roughly circular shape... So now, you know 		
CF | that you are stuck on Kingsley Island. What's new to you is that the 		
CF | island you saw to the southwest is named Tristam Island. You wonder 		
CF | what's on that island. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		Jacqueline says, "Interesting."
		Knight_Otu says, "We aren't on the titilar island? That' interesting."
		Jacqueline says, "So the island of the game's name is not the island we are on."
		MoyTravis asks, "Do we use our sixpence on the jukebox?"
		Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "x board" 		
CF ] Pub Score: 45, Turns: 464 		
CF | > 		
CF | > X BOARD 		
CF | 		
CF | The notice board hung to the wall is made of cork, and has a single 		
CF | sheet pinned to it. The title typed at the top reads "COMMUNITY GARDEN 		
CF | SHIFTS", and the rows below are for the month of February: Thursday 		
CF | the 1st, Friday the 2nd, Saturday the 3rd, etc. One or two people have 		
CF | signed up every day, until February 18th, at which point only one 		
CF | person signed up, then nobody else for the rest of the month. Strange. 		
CF | 		
CF | > 		DavidW says, "so we need to escape from here to there"
		Jacqueline says, "Use our sixpence to buy a ferry ticket to the other island."
		Jacqueline says (to DW), "Seems like we must get there eventually, yeah."
Knight_Otu says (to ClubFloyd), "x jukebox" 		
CF ] Pub Score: 45, Turns: 465 		
CF | > 		
CF | > X JUKEBOX 		
CF | 		
CF | This small jukebox is strategically placed in the middle of the room, 		
CF | against a wall. A list of twenty songs is displayed at the top of the 		
CF | cabinet; the buttons next to each of them are off. The main window in 		
CF | the middle of the cabinet is dark; a decal on the window identifies 		
CF | the machine as a BAL-AMi Junior. A note taped below the window, next 		
CF | to the coin slot, reads "One Song - 6p - 3 Songs - 1s". 		
CF | 		
CF | > 		MoyTravis asks, "How much purchasing power could 6/240s of a pound sterling really have?"
Knight_Otu says (to ClubFloyd), "x list" 		
CF ] Pub Score: 45, Turns: 466 		
CF | > 		
CF | > X LIST 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Poetry in Motion", by Johnny Tillotson, sounds 		
CF | interesting. 		
CF | 		
CF | > 		MoyTravis says, "Well, I guess "enough for one song" is the answer."
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 467 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Apache", by The Shadows, sounds good to you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 468 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Why", by Anthony Newley, sounds interesting. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 469 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Nut Rocker", by B. Bumble & The Stingers, 		
CF | sounds vaguely familiar. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 470 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Nut Rocker", by B. Bumble & The Stingers, 		
CF | catches your eye. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 471 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "You don't know", by Helen Shapiro, sounds good 		
CF | to you. 		
CF | 		
CF | > 		MoyTravis asks, "Are these references?"
		DavidW says, "with no power, the juke wont work"
		Jacqueline says (to Travis), "The one I looked up is real, yeah."
		Knight_Otu says, "I'm somewhat certain that poetry in motion is an actual song title.(?)"
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 472 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "I love you", by Cliff Richard and The Shadows, 		
CF | sounds vaguely familiar. 		
CF | 		
CF | > 		Jacqueline says, "I'm surprised that I've never heard of B Bumbler & the Stingers - that's a great band name."
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 473 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Walking Back to Happiness", by Helen Shapiro, 		
CF | sounds good to you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 474 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Angel Baby", by Rosie and the Originals, sounds 		
CF | interesting. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 475 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "I love you", by Cliff Richard and The Shadows, 		
CF | sounds vaguely familiar. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 476 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Telstar", by The Tornados, sounds interesting. 		
CF | 		
CF | > 		MoyTravis says, "Huh I guess they are real, Helen Shapiro is an actual person with "You don't know" so..."
		Jacqueline says, "These are real, yeah."
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 477 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Apache", by The Shadows, sounds good to you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Pub Score: 45, Turns: 478 		
CF | > 		
CF | > G 		
CF | 		
CF | You glance at the songs displayed at the top of the jukebox. You don't 		
CF | know any of them, but "Walking Back to Happiness", by Helen Shapiro, 		
CF | sounds vaguely familiar. 		
CF | 		
CF | > 		Jacqueline says, "I'm familiar with Cliff Richard, if only from Rik Mayall."
		MoyTravis asks, "Anyways let's move...on?"
		DavidW says, "might be that we want any coinage still in the juke"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Pub Score: 45, Turns: 479 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bar" 		
CF ] Pub Score: 45, Turns: 480 		
CF | > 		
CF | > X BAR 		
CF | 		
CF | The bar is, of course, opposite the door. You can't see it very well. 		
CF | 		
CF | > 		lkcampbell says, "Yup, The Young Ones is my reference as well"
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Kitchen Score: 45, Turns: 481 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen at the back of the pub is small but functional. The 		
CF | countertop is bare, and a bit stained; pots and pans are stored on 		
CF | shelves below. There are a few appliances here, such as a fridge, a 		
CF | stovetop, and a deep fryer. The only way is out, back to the pub. 		
CF | 		
CF | > 		Jacqueline says (to Lance), "yay"
Knight_Otu says (to ClubFloyd), "x pots" 		
CF ] Kitchen Score: 45, Turns: 482 		
CF | > 		
CF | > X POTS 		
CF | 		
CF | The pots and pans are stored under the wooden countertop in the 		
CF | kitchen. They look ancient (or, shall we say, they have a vintage 		
CF | design), and are made of stainless steel -- unless it's aluminium? 		
CF | You're not sure. 		
CF | 		
CF | > 		lkcampbell says, "My wife and I were literally just watching it a few weeks ago again"
Knight_Otu says (to ClubFloyd), "get them" 		
CF ] Kitchen Score: 45, Turns: 482 		
CF | > 		
CF | > GET THEM 		
CF | 		
CF | Sorry, I don't understand what "them" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pots" 		
CF ] Kitchen Score: 45, Turns: 483 		
CF | > 		
CF | > GET POTS 		
CF | 		
CF | (putting the metal bowl into the backpack to make room) 		
CF | After thinking it over, you decide to take a pot -- the pans are too 		
CF | shallow to be useful for anything else than cooking, and it's not 		
CF | really time for you to make food yet. 		
CF | 		
CF | > 		Jacqueline says, "It's good stuff."
Knight_Otu says (to ClubFloyd), "x fridge" 		
CF ] Kitchen Score: 45, Turns: 484 		
CF | > 		
CF | > X FRIDGE 		
CF | 		
CF | This tall, old fridge is empty, and was left open for years. It is 		
CF | plugged in, but isn't making any noise; probably because there is no 		
CF | electricity on the island. 		
CF | 		
CF | > 		Jacqueline says, "And Rik was my favorite."
		lkcampbell says, "Yup, definitely unique"
Knight_Otu says (to ClubFloyd), "x fryer" 		
CF ] Kitchen Score: 45, Turns: 485 		
CF | > 		
CF | > X FRYER 		
CF | 		
CF | You're guessing this deep fryer was installed because any British pub 		
CF | has to have fish and chips on the menu. Whatever cooking oil was used 		
CF | has completely congealed, and now forms a huge block of white fat in 		
CF | the deep fryer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fat" 		
CF ] Kitchen Score: 45, Turns: 486 		
CF | > 		
CF | > X FAT 		
CF | 		
CF | You're guessing this deep fryer was installed because any British pub 		
CF | has to have fish and chips on the menu. Whatever cooking oil was used 		
CF | has completely congealed, and now forms a huge block of white fat in 		
CF | the deep fryer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stove" 		
CF ] Kitchen Score: 45, Turns: 487 		
CF | > 		
CF | > X STOVE 		
CF | 		
CF | The pub's electric stovetop has four big burners, controlled by knobs. 		
CF | They really could have used a more thorough cleaning; there is brown 		
CF | grease and red stains between the burners. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Kitchen Score: 45, Turns: 488 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen at the back of the pub is small but functional. The 		
CF | countertop is bare, and a bit stained; pots and pans are stored on 		
CF | shelves below. There are a few appliances here, such as a fridge, a 		
CF | stovetop, and a deep fryer. The only way is out, back to the pub. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Pub Score: 45, Turns: 489 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF ] Pub Score: 45, Turns: 490 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | The bar is, of course, opposite the door. You can't see it very well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter bar" 		
CF ] Pub Score: 45, Turns: 491 		
CF | > 		
CF | > ENTER BAR 		
CF | 		
CF | That doesn't seem to be something you can enter. 		
CF | 		
CF | > 		DavidW says, "i guess we might need to grease something somewhere"
Knight_Otu says (to ClubFloyd), " x jukebox" 		
CF ] Pub Score: 45, Turns: 492 		
CF | > 		
CF | > X JUKEBOX 		
CF | 		
CF | This small jukebox is strategically placed in the middle of the room, 		
CF | against a wall. A list of twenty songs is displayed at the top of the 		
CF | cabinet; the buttons next to each of them are off. The main window in 		
CF | the middle of the cabinet is dark; a decal on the window identifies 		
CF | the machine as a BAL-AMi Junior. A note taped below the window, next 		
CF | to the coin slot, reads "One Song - 6p - 3 Songs - 1s". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x coin slot" 		
CF ] Pub Score: 45, Turns: 493 		
CF | > 		
CF | > X COIN SLOT 		
CF | 		
CF | This small jukebox is strategically placed in the middle of the room, 		
CF | against a wall. A list of twenty songs is displayed at the top of the 		
CF | cabinet; the buttons next to each of them are off. The main window in 		
CF | the middle of the cabinet is dark; a decal on the window identifies 		
CF | the machine as a BAL-AMi Junior. A note taped below the window, next 		
CF | to the coin slot, reads "One Song - 6p - 3 Songs - 1s". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move jukebox" 		
CF ] Pub Score: 45, Turns: 494 		
CF | > 		
CF | > MOVE JUKEBOX 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		Knight_Otu says, "I see no way to get coins out of the box."
		Jacqueline says, "People do use discarded grease to fuel things."
Knight_Otu says (to ClubFloyd), "hit jukebox" 		
CF ] Pub Score: 45, Turns: 495 		
CF | > 		
CF | > HIT JUKEBOX 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chairs" 		
CF ] Pub Score: 45, Turns: 496 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | There appears to be quite a few tables and chairs in the darkness. 		
CF | Given the number of buildings you've seen around here, this might have 		
CF | been enough to fit the whole village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Outside the pub Score: 45, Turns: 497 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn off torch" 		
CF ] Outside the pub Score: 45, Turns: 498 		
CF | > 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn off the torch so as to preserve the battery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Centre of the village Score: 45, Turns: 499 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Small shop Score: 45, Turns: 500 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Small shop Score: 45, Turns: 501 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Small shop Score: 45, Turns: 502 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Small shop Score: 45, Turns: 503 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break window" 		
CF ] Small shop Score: 45, Turns: 504 		
CF | > 		
CF | > BREAK WINDOW 		
CF | 		
CF | You could, but you can't really see a rock large enough to smash the 		
CF | window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] House by the cliff Score: 45, Turns: 505 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | House by the cliff 		
CF | You are following a wide path along the northern cliff of the island; 		
CF | west is the island's storehouse, and east is a small shop, while going 		
CF | south, behind the house, leads to the island's pub. There is a small 		
CF | house here; the door might be unlocked. 		
CF | 		
CF | > 		Knight_Otu says, "(My map's pretty messy.)"
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] House by the cliff Score: 45, Turns: 505 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 506 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Small house by the northern cliffs 		
CF | The light of the sun illuminates the inside of the small house. It's 		
CF | rather minimalist in there: there is a small sink, an empty pantry, a 		
CF | few lights and a few chairs. The only way is out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pantry" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 507 		
CF | > 		
CF | > X PANTRY 		
CF | 		
CF | There really isn't much worth searching or taking in there. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sink" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 508 		
CF | > 		
CF | > X SINK 		
CF | 		
CF | There really isn't much worth searching or taking in there. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lights" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 509 		
CF | > 		
CF | > X LIGHTS 		
CF | 		
CF | The light is off. Actually, it's probably that there is no electricity 		
CF | on the island. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chairs" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 510 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | These chairs are made of wood, and don't look like they came out of a 		
CF | factory; someone made these by hand. 		
CF | 		
CF | > 		Knight_Otu says, "I'm not sure what to do here."
		DavidW says, "sit"
Knight_Otu says (to ClubFloyd), "sit on chair" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 511 		
CF | > 		
CF | > SIT ON CHAIR 		
CF | 		
CF | You sit on a chair for a few minutes, and rest your legs while your 		
CF | mind tries to figure out what your next move should be. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 512 		
CF | > 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		DavidW says, "cute"
		Jacqueline says, "No epiphanies come."
		Jacqueline says, "But yes, it's cute."
Knight_Otu says (to ClubFloyd), "play flute" 		
CF ] Small house by the northern cliffs Score: 45, Turns: 513 		
CF | > 		
CF | > PLAY FLUTE 		
CF | 		
CF | You blow in the small stick, which makes a high-pitched noise that you 		
CF | can barely hear. Nothing happens. Maybe the albatross cannot hear you 		
CF | from inside. 		
CF | 		
CF | > 		Jacqueline says, "Oh, my bad. It was an albatross, not a pelican."
		Knight_Otu says, "I mean, both are strange if they talk."
		DavidW says, "didnt we find out the flute is a 1-timr puzzle solve? dont waste it"
		Knight_Otu says, "I probably should have saved before playing it."
Knight_Otu says (to ClubFloyd), "out" 		
CF ] House by the cliff Score: 45, Turns: 514 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | House by the cliff 		
CF | You are following a wide path along the northern cliff of the island; 		
CF | west is the island's storehouse, and east is a small shop, while going 		
CF | south, behind the house, leads to the island's pub. There is a small 		
CF | house here; the door is unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Small shop Score: 45, Turns: 515 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Scenic view Score: 45, Turns: 516 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Scenic view 		
CF | Atop the cliffs is a small grassy area that looks rather pleasant. 		
CF | From here, the immensity of the ocean is on full display, and it feels 		
CF | like a nice area for a rest. Apparently, you're not the only one to 		
CF | have had this idea: a few rocks have been placed here, in a circle, 		
CF | and you can see the remnants of a fire in the centre of the circle. 		
CF | Looks like this was a popular picnic area. You can go back towards the 		
CF | small shop to the south. 		
CF | 		
CF | > 		Jacqueline says, "I didn't get the impression that it was a one time only thing."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Scenic view Score: 45, Turns: 516 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "blow flute" 		
CF ] Scenic view Score: 45, Turns: 517 		
CF | > 		
CF | > BLOW FLUTE 		
CF | 		
CF | (first taking the small stick) 		
CF | You put the torch in the backpack. 		
CF | You blow in the small stick, which makes a high-pitched noise that you 		
CF | can barely hear. The albatross is coming your way. It lands, then 		
CF | looks at the remains of the fire; it flaps its wings right away, 		
CF | apparently knowing exactly what to do. After a few minutes, the 		
CF | albatross comes back, and drops something at your feet: a lighter. The 		
CF | albatross flies away before you even have time to thank it. 		
CF | 		
CF | > 		MoyTravis says, "I thiiiiink we read something that literally told us that we can only use it once."
		Jacqueline says, "WHAT"
		Jacqueline says, "I did that just to see if it was a one time thing."
		MoyTravis says, "Like, in HELP or something."
		Jacqueline says, "Well, it just brought us a lighter."
		Jacqueline says, "And I'm not sure if that's a good thing or not."
		Knight_Otu asks, "Are we keeping it or restoring?"
		Jacqueline says, "Let's restore."
		MoyTravis asks, "Well, blow it again?"
		DavidW says, "that we could probably find on our own"
		Jacqueline says, "Maybe one time it brings us the thing we can't find, not specifically this."
		Jacqueline says, "Except, wait."
		Jacqueline says, "Before we restore..."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Scenic view Score: 45, Turns: 518 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Scenic view 		
CF | Atop the cliffs is a small grassy area that looks rather pleasant. 		
CF | From here, the immensity of the ocean is on full display, and it feels 		
CF | like a nice area for a rest. Apparently, you're not the only one to 		
CF | have had this idea: a few rocks have been placed here, in a circle, 		
CF | and you can see the remnants of a fire in the centre of the circle. 		
CF | Looks like this was a popular picnic area. You can go back towards the 		
CF | small shop to the south. 		
CF | 		
CF | You can see a lighter here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Small shop Score: 45, Turns: 519 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open store" 		
CF ] Small shop Score: 45, Turns: 520 		
CF | > 		
CF | > OPEN STORE 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x hinge" 		
CF ] Small shop Score: 45, Turns: 520 		
CF | > 		
CF | > X HINGE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Doesn't matter. Was going to try on a hinge, but I'll just try here."
Jacqueline says (to ClubFloyd), "blow flute" 		
CF ] Small shop Score: 45, Turns: 521 		
CF | > 		
CF | > BLOW FLUTE 		
CF | 		
CF | You blow in the small stick to make the noise again, but this time, 		
CF | the albatross doesn't come back. Maybe it considers that its debt has 		
CF | been repaid already. 		
CF | 		
CF | > 		Jacqueline says, "Okay. There we go."
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		MoyTravis says, "Yep, 's a one-time thing."
Jacqueline says (to ClubFloyd), "cf6" 		
CF ] Scenic view Score: 45, Turns: 516 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rocks" 		
CF ] Scenic view Score: 45, Turns: 517 		
CF | > 		
CF | > X ROCKS 		
CF | 		
CF | No fire has been lit here for a very long time. A few large rocks are 		
CF | arranged in a circle, and a few chunks of wood are in the middle. The 		
CF | logs look dry enough to be set alight. Next to the fire, there is an 		
CF | empty can of Spam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x can" 		
CF ] Scenic view Score: 45, Turns: 518 		
CF | > 		
CF | > X CAN 		
CF | 		
CF | A can of Spam, that canned spiced ham that really doesn't taste very 		
CF | good. A wartime delicacy, as Thatcher famously said -- the British 		
CF | army sure ate their share during the war. But you're guessing that if 		
CF | you're on an island in the middle of nowhere, trying to feed dozens of 		
CF | people for months on end, you don't have many options, and you have to 		
CF | resort to it. The menu here probably resembled the one in that Monty 		
CF | Python sketch -- maybe there were fewer Vikings around, though. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Scenic view Score: 45, Turns: 519 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Scenic view 		
CF | Atop the cliffs is a small grassy area that looks rather pleasant. 		
CF | From here, the immensity of the ocean is on full display, and it feels 		
CF | like a nice area for a rest. Apparently, you're not the only one to 		
CF | have had this idea: a few rocks have been placed here, in a circle, 		
CF | and you can see the remnants of a fire in the centre of the circle. 		
CF | Looks like this was a popular picnic area. You can go back towards the 		
CF | small shop to the south. 		
CF | 		
CF | > 		MoyTravis says, "What spam tastes great."
Knight_Otu says (to ClubFloyd), "get can" 		
CF ] Scenic view Score: 45, Turns: 520 		
CF | > 		
CF | > GET CAN 		
CF | 		
CF | You'd rather not -- it's garbage, at this point. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wood" 		
CF ] Scenic view Score: 45, Turns: 521 		
CF | > 		
CF | > X WOOD 		
CF | 		
CF | No fire has been lit here for a very long time. A few large rocks are 		
CF | arranged in a circle, and a few chunks of wood are in the middle. The 		
CF | logs look dry enough to be set alight. Next to the fire, there is an 		
CF | empty can of Spam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Small shop Score: 45, Turns: 522 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Woodshop Score: 45, Turns: 523 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Woodshop 		
CF | From what you can see inside the large window at the front of the 		
CF | building, this is some kind of woodshop. Presumably, someone here was 		
CF | in charge of making or fixing all sorts of furniture and wooden 		
CF | objects for the whole island; you can see a sturdy-looking table in 		
CF | the middle of the workshop. Another shop is next to this one, to the 		
CF | west; behind the woodshop, you can see diesel generators, to the 		
CF | south, near the fence. 		
CF | 		
CF | > 		Jacqueline says (to Travis), "Yeah, I was thinking about how lots of people do actually like SPAM."
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Woodshop Score: 45, Turns: 523 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Woodshop Score: 45, Turns: 524 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Woodshop Score: 45, Turns: 525 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Power generators of the island Score: 45, Turns: 526 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. The power generators are all connected to a central 		
CF | tank, which would get filled, presumably with diesel, to keep the 		
CF | lights on -- and hopefully power the radio tower. Restarting them 		
CF | would give you a good chance of being able to call for help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Fenced area Score: 45, Turns: 527 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Fenced area Score: 45, Turns: 528 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter guardhouse" 		
CF ] Fenced area Score: 45, Turns: 529 		
CF | > 		
CF | > ENTER GUARDHOUSE 		
CF | 		
CF | You cannot do that, as you aren't on the right side of the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Around the fence Score: 45, Turns: 530 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Around the fence 		
CF | You are roughly to the south of the tall white mansion, but on the 		
CF | other side of the chainlink fence with barbed wire at the top. This is 		
CF | the edge of the plateau, where the forest starts; the trees are rather 		
CF | tall, and their branches grow above the fence. You're guessing they 		
CF | weren't so tall when the island was inhabited. You can follow the 		
CF | fence to the northwest, or follow the edge of the plateau towards a 		
CF | few houses to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x trees" 		
CF ] Around the fence Score: 45, Turns: 531 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | This is the edge of the plateau, where the forest starts; the trees 		
CF | are rather tall, and their branches grow above the fence. One of them 		
CF | in particular seems rather sturdy and extends all the way behind the 		
CF | fence. 		
CF | 		
CF | > 		DavidW asks, "climb/cut fence?"
		Knight_Otu says, "Tree, more likely."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Around the fence Score: 45, Turns: 531 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "mm"
Knight_Otu says (to ClubFloyd), "climb tree" 		
CF ] Field Score: 50, Turns: 532 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | You look up, and there is indeed one large branch that grows above the 		
CF | fence. You sigh; you would preferred not having to do this, but... 		
CF | 		
CF | You start climbing the tree, slowly and carefully, then sit astride 		
CF | the branch. Your heart is beating fast, and you try your best not to 		
CF | look down as you steadily progress along the branch, which bends under 		
CF | your weight. You keep going -- but the branch is getting too thin to 		
CF | support your weight, and starts cracking and tipping! 		
CF | 		
CF | You lose your grip, and land on your back in a mighty crash! Your back 		
CF | is sore, but you don't seem to have broken any bones. After a few 		
CF | minutes, you sit up with some difficulty... and find yourself inside 		
CF | the fenced area! Good thing you landed on the right side of the 		
CF | fence... 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Jacqueline says, "Careful. Don't fall and break an elbow."
		Jacqueline says, "Oh, phew. We're okay."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Field Score: 50, Turns: 533 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		DavidW asks, "bottle, tasty food, keys?"
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Field Score: 50, Turns: 534 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x grass" 		
CF ] Field Score: 50, Turns: 535 		
CF | > 		
CF | > X GRASS 		
CF | 		
CF | This is a big field, about half the size of a football field; whoever 		
CF | built the fence obviously didn't want people to get anywhere close to 		
CF | the white house. Tall, green grass has grown everywhere here, after 		
CF | years without any human presence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Field Score: 50, Turns: 536 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door is locked and closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 50, Turns: 537 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		DavidW says, "we are WEST OF HOUSE"
		Jacqueline says, "I wonder if the Flatheads live there."
Knight_Otu says (to ClubFloyd), "x keypad" 		
CF ] Front door of the white house Score: 50, Turns: 538 		
CF | > 		
CF | > X KEYPAD 		
CF | 		
CF | This is a rather primitive keypad, with buttons arranged in two rows 		
CF | and displaying all numbers from 0 to 9, and an extra button to clear 		
CF | the code. The metal plate has rusted over the years, but the screws 		
CF | holding the plate haven't.You're guessing that, like all keypads, it 		
CF | requires electricity to work and open the door remotely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew screws with shiny" 		
CF ] Front door of the white house Score: 50, Turns: 539 		
CF | > 		
CF | > UNSCREW SCREWS WITH SHINY 		
CF | 		
CF | This won't unscrew the screws. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screws" 		
CF ] Front door of the white house Score: 50, Turns: 540 		
CF | > 		
CF | > X SCREWS 		
CF | 		
CF | There are four screws, one at each corner of the metal plate. 		
CF | 		
CF | > 		DavidW says, "knife"
Knight_Otu says (to ClubFloyd), "unscrew screws with knife" 		
CF ] Front door of the white house Score: 50, Turns: 541 		
CF | > 		
CF | > UNSCREW SCREWS WITH KNIFE 		
CF | 		
CF | You try inserting the knife in the screws to turn them, but the tip of 		
CF | the blade is too small to make the screws turn. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Front door of the white house Score: 50, Turns: 542 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a pot (which is empty), a spare key for the pub, a 		
CF | shiny sixpence, a backpack (which contains a metal bowl (which is 		
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew screws with damaged" 		
CF ] Front door of the white house Score: 50, Turns: 543 		
CF | > 		
CF | > UNSCREW SCREWS WITH DAMAGED 		
CF | 		
CF | This won't unscrew the screws. 		
CF | 		
CF | > 		DavidW says, "can we go round to window in back"
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Front door of the white house Score: 50, Turns: 544 		
CF | > 		
CF | > NW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Front door of the white house Score: 50, Turns: 545 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Front door of the white house Score: 50, Turns: 546 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 50, Turns: 547 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Front door of the white house Score: 50, Turns: 548 		
CF | > 		
CF | > SE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Front door of the white house Score: 50, Turns: 549 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW says, "drat"
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Front door of the white house Score: 50, Turns: 550 		
CF | > 		
CF | > SW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Front door of the white house Score: 50, Turns: 551 		
CF | > 		
CF | > IN 		
CF | 		
CF | To open the door, you need to type the correct code on the keypad. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "type 69105" 		
CF ] Front door of the white house Score: 50, Turns: 552 		
CF | > 		
CF | > TYPE 69105 		
CF | 		
CF | You press the button to clear input, then type the number on the 		
CF | keypad, but the door doesn't open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type 1956 on keypad" 		
CF ] Front door of the white house Score: 50, Turns: 553 		
CF | > 		
CF | > TYPE 1956 ON KEYPAD 		
CF | 		
CF | You press the button to clear input, then type the number on the 		
CF | keypad, but the door doesn't open. 		
CF | 		
CF | > 		MoyTravis asks, "Power's off anyway innit?"
		Knight_Otu says, "Yeah, it is."
		DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Field Score: 50, Turns: 554 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Field Score: 50, Turns: 555 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Field Score: 50, Turns: 556 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Field Score: 50, Turns: 557 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Field Score: 50, Turns: 558 		
CF | > 		
CF | > SE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Field Score: 50, Turns: 559 		
CF | > 		
CF | > SW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Field Score: 50, Turns: 560 		
CF | > 		
CF | > NW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Field Score: 50, Turns: 561 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door is locked and closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with key" 		
CF ] Field Score: 50, Turns: 562 		
CF | > 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | The spare key for the pub doesn't seem to fit the lock. 		
CF | 		
CF | > 		DavidW says, "the number may be inside the plate"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Field Score: 50, Turns: 563 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 50, Turns: 564 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Front door of the white house Score: 50, Turns: 565 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The tall double door on the front porch of the white house is made of 		
CF | metal, and looks reinforced. It has a handle, but no keyhole; and it 		
CF | is locked. It would be quite hard to go past this door without typing 		
CF | the correct code on the keypad to the right of the door. 		
CF | 		
CF | > 		DavidW says, "or in guardhouse"
		Knight_Otu says, "Can't enter the guardhouse though."
		Knight_Otu says, "We may have to restore."
		DavidW says, "are we stuck in fenced area"
		Jacqueline says, "Oh, because we can't -- yeah."
		Jacqueline says, "Well"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Front door of the white house Score: 50, Turns: 566 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a pot (which is empty), a spare key for the pub, a 		
CF | shiny sixpence, a backpack (which contains a metal bowl (which is 		
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		Jacqueline says, "one sec"
		Jacqueline says, "You tried 1956 but not 1959."
		Jacqueline asks, "Right?"
		Knight_Otu says, "Yeah."
		Jacqueline says, "Try the shiny year"
Knight_Otu says (to ClubFloyd), "type 1959 on keypad" 		
CF ] Front door of the white house Score: 50, Turns: 567 		
CF | > 		
CF | > TYPE 1959 ON KEYPAD 		
CF | 		
CF | You press the button to clear input, then type the number on the 		
CF | keypad, but the door doesn't open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shiny" 		
CF ] Front door of the white house Score: 50, Turns: 568 		
CF | > 		
CF | > X SHINY 		
CF | 		
CF | A shiny sixpence, minted in 1956. 		
CF | 		
CF | > 		Jacqueline says, "That might be the year they arrived - aw, okay - darn"
		Jacqueline says, "Huh. The shiny one is older."
		Jacqueline shrugs.
		Knight_Otu says, "Yeah, that seemed weird to me."
		DavidW says, "not to me"
		Knight_Otu says, "I mean, we found it in the overgrown garden."
Knight_Otu says (to ClubFloyd), "x torch" 		
CF ] Front door of the white house Score: 50, Turns: 569 		
CF | > 		
CF | > X TORCH 		
CF | 		
CF | An old torch, with a cylindrical stick-like body; this is also where 		
CF | you insert the batteries. 		
CF | The torch is currently switched off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Front door of the white house Score: 50, Turns: 570 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | The torch opens, and there's a battery inside. You put it back 		
CF | together; it is much more useful this way. 		
CF | 		
CF | > 		Jacqueline says, "Hrm. I guess I was thinking like the newest coing must be the year they came here, but clearly they were still trading with outside world, so they'd still potentially be getting new money. Never mind."
		Jacqueline says, "Newest, 'coin,' rather."
		Knight_Otu says, "I guess we restore to pre-tree-climbing."
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Around the fence Score: 45, Turns: 531 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		Knight_Otu says, "Clearly there is stuff I missed."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Around the fence Score: 45, Turns: 532 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Around the fence Score: 45, Turns: 533 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Fenced area Score: 45, Turns: 534 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Fenced area Score: 45, Turns: 535 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Fenced area Score: 45, Turns: 536 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door is locked and closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Power generators of the island Score: 45, Turns: 537 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. The power generators are all connected to a central 		
CF | tank, which would get filled, presumably with diesel, to keep the 		
CF | lights on -- and hopefully power the radio tower. Restarting them 		
CF | would give you a good chance of being able to call for help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Power generators of the island Score: 45, Turns: 538 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Power generators of the island Score: 45, Turns: 539 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Power generators of the island Score: 45, Turns: 540 		
CF | > 		
CF | > SE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Woodshop Score: 45, Turns: 541 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Woodshop 		
CF | From what you can see inside the large window at the front of the 		
CF | building, this is some kind of woodshop. Presumably, someone here was 		
CF | in charge of making or fixing all sorts of furniture and wooden 		
CF | objects for the whole island; you can see a sturdy-looking table in 		
CF | the middle of the workshop. Another shop is next to this one, to the 		
CF | west; behind the woodshop, you can see diesel generators, to the 		
CF | south, near the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Woodshop Score: 45, Turns: 542 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a pot (which is empty), a spare key for the pub, a 		
CF | shiny sixpence, a backpack (which contains a metal bowl (which is 		
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Small shop Score: 45, Turns: 543 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		Jacqueline asks, "We're coming up on two hours. Are we running out of steam? Want to pause for a week?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Centre of the village Score: 45, Turns: 544 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		Knight_Otu says, "I could go for a bit more, but we can stop for the week. May give me time to do a reread."
		MoyTravis says, "Either's fine."
		DavidW says, "wish i had a map of ther place. where was radio"
		Knight_Otu says, "Southwestern part of the settlement."
		Jacqueline asks, "KO Would you like the first week's raw transcript?"
		Knight_Otu says, "It might help, I guess."
		DavidW says, "I'm ready to stop"
		Jacqueline exclaims, "....Okay. Until next week. Remember to vote in the Xyzzies before the end of the month!"
		Jacqueline says, "KO, I will send you the transcript."
		Knight_Otu says, "Thanks."
		MoyTravis says, "Thanks, all."
		MoyTravis says, "Cya'll around."
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		lkcampbell says, "Cya"
lkcampbell goes home. 		Knight_Otu says, "Take care, everyone."
		DavidW says, "yeah. please"
		
*** SESSION 3 *** 		
		Jacqueline says, "So, we're on week 3 of Tristam Island, and we could do that, or you all could play a Comp game."
		Roger says, "it feels like we must be getting close on Tristam and I think if we put it down that we won't be picking it back up, but that's just me"
		Knight_Otu says, "Yeah, I think we can continue. There were some ideas floating about on things to try."
		DavidW says, "can someone recap goals discoveries"
		Knight_Otu says, "We're castaways who have found an abandoned British settlement with a radio tower."
		Pinkunz asks, "Time period?"
		Knight_Otu says, "Modern-ish, we believe."
		DavidW says, "oh mention coin dates"
		Roger says, "yeah, modern enough for radio anyway"
		Pinkunz says, "Understood."
		Knight_Otu says, "We found a few coins dated 1956 and 1959 I believe."
		MoyTravis says, "There's, like, pence. And the weird 240-to-a-pound pence."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Centre of the village Score: 45, Turns: 545 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a pot (which is empty), a spare key for the pub, a 		
CF | shiny sixpence, a backpack (which contains a metal bowl (which is 		
CF | empty), a small stick and a fishing knife) (worn), a torch, a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shiny" 		
CF ] Centre of the village Score: 45, Turns: 546 		
CF | > 		
CF | > X SHINY 		
CF | 		
CF | A shiny sixpence, minted in 1956. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dirty" 		
CF ] Centre of the village Score: 45, Turns: 547 		
CF | > 		
CF | > X DIRTY 		
CF | 		
CF | A dirty sixpence, minted in 1959. 		
CF | 		
CF | > 		Pinkunz says, "So sometime between 1960 and now. Got it."
		Pinkunz says, "Thank you."
		Knight_Otu says, "We're hoping to find something fuel-like to get the generators running (there was some kitchen fat that was suggested.)."
		MoyTravis says, "Probably 1960 and 1971, since 1971 is when they switched to 100 pence in a pound."
		DavidW says, "I wish I couldve mapped. my sense of the layout is v poor"
Pinkunz says (to ClubFloyd), "l" 		
CF ] Centre of the village Score: 45, Turns: 548 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		DavidW says, "i suspect the fat is to grease smthng rusty"
		Pinkunz says, "Not driving, just trying to get oriented."
		Knight_Otu says, "There's a closed shop that suggests that we can smash its window with a stone, a fire site that we may need to light, and a strange door with its hinges outside that needs a flast non-knife tool to open."
		DavidW says, "smash window asap, methinks"
		Knight_Otu says, "Also a tree we can climb to a fenced-off white mansion, but weprobably need power first."
Jacqueline hollers, "Sorry, folks, I didn't realize/had forgotten that making the #comp21 channel public was one of the tasks I apparently need to do when the competition opens! It is now no longer private. Have fun!" 		Roger says, "sure let's smash some windows like the hooligans we are"
		Knight_Otu says, "Let's try the smashing then. I have a map, and I reasonably sure that I didn't miss any connections there."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Small shop Score: 45, Turns: 549 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Scenic view Score: 45, Turns: 550 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Scenic view 		
CF | Atop the cliffs is a small grassy area that looks rather pleasant. 		
CF | From here, the immensity of the ocean is on full display, and it feels 		
CF | like a nice area for a rest. Apparently, you're not the only one to 		
CF | have had this idea: a few rocks have been placed here, in a circle, 		
CF | and you can see the remnants of a fire in the centre of the circle. 		
CF | Looks like this was a popular picnic area. You can go back towards the 		
CF | small shop to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rocks" 		
CF ] Scenic view Score: 45, Turns: 551 		
CF | > 		
CF | > X ROCKS 		
CF | 		
CF | No fire has been lit here for a very long time. A few large rocks are 		
CF | arranged in a circle, and a few chunks of wood are in the middle. The 		
CF | logs look dry enough to be set alight. Next to the fire, there is an 		
CF | empty can of Spam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get rock" 		
CF ] Scenic view Score: 45, Turns: 552 		
CF | > 		
CF | > GET ROCK 		
CF | 		
CF | You put the torch in the backpack. 		
CF | (putting the torch into the backpack to make room) 		
CF | You take one of the large rocks in the circle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Small shop Score: 45, Turns: 553 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been painted with a crude logo, displaying 		
CF | "Harry's Earthly Pleasures". Judging by what you see through it, that 		
CF | shop has wares that were probably imported from the land -- hence the 		
CF | play on words. The cliffs advance to form a small tip to the north of 		
CF | here; you can also go east, towards a woodshop, or west, towards a 		
CF | small house. 		
CF | 		
CF | > 		Roger says, "oh yeah, hurray backpack"
		Knight_Otu says, "Right. Before that we had an inventory limit of 3 or so."
Knight_Otu says (to ClubFloyd), "smash window" 		
CF ] Small shop Score: 47, Turns: 554 		
CF | > 		
CF | > SMASH WINDOW 		
CF | 		
CF | You lift the rock above your head, then throw it against the window, 		
CF | as hard as you can. The window of the shop shatters in a terrible 		
CF | noise. It makes you feel bad for a second, before you remember how 		
CF | dire your situation is. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Small shop Score: 47, Turns: 555 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Small shop Score: 47, Turns: 556 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter window" 		
CF ] Inside Harry's shop Score: 47, Turns: 557 		
CF | > 		
CF | > ENTER WINDOW 		
CF | 		
CF | You cautiously climb inside through the shattered window. 		
CF | 		
CF | Inside Harry's shop 		
CF | This is "Harry's Earthly Pleasures", a shop that has all sorts of 		
CF | goods that were probably imported from the land, for people here to 		
CF | buy with whatever disposable income they had. There's not much left on 		
CF | the shelves and the counter, but you see some binoculars, a pack of 		
CF | gum, a lighter, a pack of cigarettes, a comic book and a rusty 		
CF | sixpence. Some of this might be useful, but this is overall a bit 		
CF | disappointing. You can go out through the door, or through the window, 		
CF | since it is broken. 		
CF | 		
CF | You can also see a large rock here. 		
CF | 		
CF | > 		DavidW says, "enter window"
		Knight_Otu nods.
		Knight_Otu says, "We've seen the lighter before thanks to our magical albatross friend."
		Roger says, "I'm not sure I want to know any more about how the PC is disappointed by what they've discovered in "Harry's Earthly Pleasures""
Knight_Otu says (to ClubFloyd), "get all" 		
CF ] Inside Harry's shop Score: 47, Turns: 558 		
CF | > 		
CF | > GET ALL 		
CF | 		
CF | large rock: Taken. 		
CF | 		
CF | > 		Pinkunz says, "Curious about the date on the sixpence even if we choose not to take it."
		MoyTravis says, "Game you just listed a bunch of stuff."
		DavidW says, "def want most of that stuff. comic may have a clueful hint"
		Roger says, "game ain't down with that"
Knight_Otu says (to ClubFloyd), "get lighter, binoculars, gum, comic, rusty, cigarettes" 		
CF ] Inside Harry's shop Score: 47, Turns: 559 		
CF | > 		
CF | > GET LIGHTER, BINOCULARS, GUM, COMIC, RUSTY, CIGARETTES 		
CF | 		
CF | lighter: (putting the spare key for the pub into the backpack to make 		
CF | room) 		
CF | Taken. 		
CF | binoculars: (putting the pot into the backpack to make room) 		
CF | Taken. 		
CF | pack of gum: (putting the lighter into the backpack to make room) 		
CF | Taken. 		
CF | comic book: Why bother? You don't really see the value of it. In fact, 		
CF | it's probably worthless. 		
CF | rusty sixpence: Taken. 		
CF | pack of cigarettes: Now would be a bad time to start smoking; you'd be 		
CF | addicted to nicotine just as you finish smoking the second pack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rusty" 		
CF ] Inside Harry's shop Score: 47, Turns: 560 		
CF | > 		
CF | > X RUSTY 		
CF | 		
CF | A rusty sixpence, minted in 1960. 		
CF | 		
CF | > 		Knight_Otu says, "Interesting."
		DavidW says, "oh at least read the book..."
Knight_Otu says (to ClubFloyd), "x comic" 		
CF ] Inside Harry's shop Score: 47, Turns: 561 		
CF | > 		
CF | > X COMIC 		
CF | 		
CF | This is "The Fantastic Four", from 1 Nov 1961. It must be the first 		
CF | issue, as it proclaims "Featuring The Thing! Mr Fantastic! Human 		
CF | Torch! Invisible Girl! Together for the first time in one mighty 		
CF | magazine!". Some green mutant is emerging from a street, while the 		
CF | four heroes talk to each other in various poses. 		
CF | 		
CF | > 		Knight_Otu says, "Right, first issue is *always* worthless."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Inside Harry's shop Score: 47, Turns: 562 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Inside Harry's shop 		
CF | This is "Harry's Earthly Pleasures", a shop that has all sorts of 		
CF | goods that were probably imported from the land, for people here to 		
CF | buy with whatever disposable income they had. There's not much left on 		
CF | the shelves and the counter, but you see a pack of cigarettes and a 		
CF | comic book. Some of this might be useful, but this is overall a bit 		
CF | disappointing. You can go out through the door, or through the window, 		
CF | since it is broken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cigarettes" 		
CF ] Inside Harry's shop Score: 47, Turns: 563 		
CF | > 		
CF | > X CIGARETTES 		
CF | 		
CF | There are two packs of cigarettes here, untouched. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Inside Harry's shop Score: 47, Turns: 564 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Inside Harry's shop Score: 47, Turns: 565 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter window" 		
CF ] Small shop Score: 47, Turns: 566 		
CF | > 		
CF | > ENTER WINDOW 		
CF | 		
CF | You cautiously climb outside through the shattered window. 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been shattered, unfortunately. Judging by 		
CF | what you see through it, that shop has wares that were probably 		
CF | imported from the land -- hence the play on words. The cliffs advance 		
CF | to form a small tip to the north of here; you can also go east, 		
CF | towards a woodshop, or west, towards a small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Small shop Score: 47, Turns: 567 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been shattered, unfortunately. Judging by 		
CF | what you see through it, that shop has wares that were probably 		
CF | imported from the land -- hence the play on words. The cliffs advance 		
CF | to form a small tip to the north of here; you can also go east, 		
CF | towards a woodshop, or west, towards a small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Small shop Score: 47, Turns: 568 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a rusty sixpence, a pack of gum, some binoculars, a 		
CF | large rock, a shiny sixpence, a backpack (which contains a lighter, a 		
CF | pot (which is empty), a spare key for the pub, a torch, a metal bowl 		
CF | (which is empty), a small stick and a fishing knife) (worn), a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		DavidW says, "lighter for scenic view"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Scenic view Score: 47, Turns: 569 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Scenic view 		
CF | Atop the cliffs is a small grassy area that looks rather pleasant. 		
CF | From here, the immensity of the ocean is on full display, and it feels 		
CF | like a nice area for a rest. Apparently, you're not the only one to 		
CF | have had this idea: a few rocks have been placed here, in a circle, 		
CF | and you can see the remnants of a fire in the centre of the circle. 		
CF | Looks like this was a popular picnic area. You can go back towards the 		
CF | small shop to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light fire" 		
CF ] Scenic view Score: 47, Turns: 570 		
CF | > 		
CF | > LIGHT FIRE 		
CF | 		
CF | You don't have anything to light the fire with. 		
CF | 		
CF | > 		DavidW says, "prob bino too"
Knight_Otu says (to ClubFloyd), "light fire with lighter" 		
CF ] Scenic view Score: 47, Turns: 571 		
CF | > 		
CF | > LIGHT FIRE WITH LIGHTER 		
CF | 		
CF | (first taking the lighter) 		
CF | The logs look dry enough to be set alight. You use your lighter to 		
CF | burn some of the smaller bits of wood first, then keep working on it 		
CF | until the logs are on fire. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Scenic view Score: 47, Turns: 572 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Scenic view 		
CF | Atop the cliffs is a small grassy area that looks rather pleasant. 		
CF | From here, the immensity of the ocean is on full display, and it feels 		
CF | like a nice area for a rest. Apparently, you're not the only one to 		
CF | have had this idea: a few rocks have been placed here, in a circle, 		
CF | and you can see the fire in the centre of the circle. Looks like this 		
CF | was a popular picnic area. You can go back towards the small shop to 		
CF | the south. 		
CF | 		
CF | > 		Roger says, "hooliganism intensifies"
Knight_Otu says (to ClubFloyd), "look through binoculars" 		
CF ] Scenic view Score: 47, Turns: 573 		
CF | > 		
CF | > LOOK THROUGH BINOCULARS 		
CF | 		
CF | You don't see what here needs to be looked at through binoculars. 		
CF | 		
CF | > 		Pinkunz says, "Strange thing to implement if it wasn't plot relevant."
		Pinkunz says, "The fire, that is."
		Knight_Otu says, "It could be used as a signal fire."
		DavidW says, "i'm sure we need fire for smthng"
		Roger says, "my guess is going to be cooking something in the metal bowl"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Small shop Score: 47, Turns: 574 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been shattered, unfortunately. Judging by 		
CF | what you see through it, that shop has wares that were probably 		
CF | imported from the land -- hence the play on words. The cliffs advance 		
CF | to form a small tip to the north of here; you can also go east, 		
CF | towards a woodshop, or west, towards a small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Centre of the village Score: 47, Turns: 575 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Outside the pub Score: 47, Turns: 576 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Darkness Score: 47, Turns: 577 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is mostly engulfed in darkness, although a little light is 		
CF | filtering through the windows. You can spot the bar and a few chairs, 		
CF | but that's about it. You can go out by the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on torch" 		
CF ] Pub Score: 47, Turns: 578 		
CF | > 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x map" 		
CF ] Pub Score: 47, Turns: 579 		
CF | > 		
CF | > X MAP 		
CF | 		
CF | The map on the wall displays two islands. The largest one is called 		
CF | Kingsley Island; to the southwest is Tristam Island. You wonder what's 		
CF | on that island. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Kitchen Score: 47, Turns: 580 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen at the back of the pub is small but functional. The 		
CF | countertop is bare, and a bit stained; pots and pans are stored on 		
CF | shelves below. There are a few appliances here, such as a fridge, a 		
CF | stovetop, and a deep fryer. The only way is out, back to the pub. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fryer" 		
CF ] Kitchen Score: 47, Turns: 581 		
CF | > 		
CF | > X FRYER 		
CF | 		
CF | You're guessing this deep fryer was installed because any British pub 		
CF | has to have fish and chips on the menu. Whatever cooking oil was used 		
CF | has completely congealed, and now forms a huge block of white fat in 		
CF | the deep fryer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get fat" 		
CF ] Kitchen Score: 47, Turns: 582 		
CF | > 		
CF | > GET FAT 		
CF | 		
CF | You try to grab the cooking oil out of the deep fryer with your bare 		
CF | hands, but it's really stuck in there. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cut fat" 		
CF ] Kitchen Score: 47, Turns: 583 		
CF | > 		
CF | > CUT FAT 		
CF | 		
CF | You'd like to carve some oil out, but with what? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cut fat with knife" 		
CF ] Kitchen Score: 47, Turns: 584 		
CF | > 		
CF | > CUT FAT WITH KNIFE 		
CF | 		
CF | (first taking the fishing knife) 		
CF | You take your fishing knife and start cutting off a block of congealed 		
CF | oil. It takes a while, and your knife gets very messy, but eventually 		
CF | you manage to carve out a block that's about half of what was there. 		
CF | You put your fishing knife down to grab the block of oil in your 		
CF | hands. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put oil in pot" 		
CF ] Kitchen Score: 47, Turns: 585 		
CF | > 		
CF | > PUT OIL IN POT 		
CF | 		
CF | You put the oil in the pot; it is easier and less messy to carry this 		
CF | way. 		
CF | 		
CF | > 		Pinkunz says, "yuck"
		Knight_Otu says, "Yep."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Kitchen Score: 47, Turns: 586 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a lighter, a rusty sixpence, a large rock, a shiny 		
CF | sixpence, a backpack (which contains a pack of gum, some binoculars, a 		
CF | pot (which contains a block of solidified oil), a spare key for the 		
CF | pub, a torch (providing light), a metal bowl (which is empty) and a 		
CF | small stick) (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		Pinkunz asks, "Heat the oil to liquify it?"
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Pub Score: 47, Turns: 587 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Outside the pub Score: 47, Turns: 588 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		DavidW says, "so melt oil and pour where"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Centre of the village Score: 47, Turns: 589 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		MoyTravis asks, "To what dark end? Do we need to boil something?"
		Knight_Otu asks, "Possibly the generator?"
		MoyTravis asks, "...does the generator eat whatever random oil you stick into it?"
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Power generators of the island Score: 47, Turns: 590 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. The power generators are all connected to a central 		
CF | tank, which would get filled, presumably with diesel, to keep the 		
CF | lights on -- and hopefully power the radio tower. Restarting them 		
CF | would give you a good chance of being able to call for help. 		
CF | 		
CF | > 		Roger says, "it's not terribly implausible for diesels"
		Pinkunz says, "In reality, typically it will... temporary."
		Pinkunz says, "*temporarily."
Knight_Otu says (to ClubFloyd), "x generators" 		
CF ] Power generators of the island Score: 47, Turns: 591 		
CF | > 		
CF | > X GENERATORS 		
CF | 		
CF | Three imposing green diesel generators made of metal are here; the 		
CF | sticker, which is almost peeled off, says "Lister Diesel Power 		
CF | Generator - 12 hp". The generators seem to have been modified to all 		
CF | get their fuel from a central tank, also painted green. They have seen 		
CF | better days: the paint on the flywheel is chipped, and the crank shows 		
CF | some corrosion. Hopefully you can get them to run for a few hours, so 		
CF | you can find the island's radio and send a call for help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tank" 		Roger says, "might need to cook it up firsrt"
CF ] Power generators of the island Score: 47, Turns: 592 		
CF | > 		
CF | > X TANK 		
CF | 		
CF | The generators seem to have been modified to all get their fuel from a 		
CF | central tank, also painted green. The tank is very large, and can 		
CF | probably store enough fuel for days. The problem is, you have no idea 		
CF | where to find any diesel, if there is even any left on the island. You 		
CF | might need to get creative. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Woodshop Score: 47, Turns: 593 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Woodshop 		
CF | From what you can see inside the large window at the front of the 		
CF | building, this is some kind of woodshop. Presumably, someone here was 		
CF | in charge of making or fixing all sorts of furniture and wooden 		
CF | objects for the whole island; you can see a sturdy-looking table in 		
CF | the middle of the workshop. Another shop is next to this one, to the 		
CF | west; behind the woodshop, you can see diesel generators, to the 		
CF | south, near the fence. 		
CF | 		
CF | > 		Knight_Otu says, "There's also this shop."
Knight_Otu says (to ClubFloyd), "smash window" 		
CF ] Woodshop Score: 49, Turns: 594 		
CF | > 		
CF | > SMASH WINDOW 		
CF | 		
CF | You lift the rock above your head, then throw it against the window, 		
CF | as hard as you can. The window of the shop shatters in a terrible 		
CF | noise. It makes you feel bad for a second, before you remember how 		
CF | dire your situation is. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter window" 		
CF ] Inside the woodshop Score: 49, Turns: 595 		
CF | > 		
CF | > ENTER WINDOW 		
CF | 		
CF | You cautiously climb inside through the shattered window. 		
CF | 		
CF | Inside the woodshop 		
CF | It looks like the island had its own woodworker, who was making or 		
CF | fixing furniture and wooden objects for the island. A smart strategy; 		
CF | there is, after all, a pretty extensive forest on the island. There is 		
CF | a sturdy-looking table in the middle of the workshop, as well as a few 		
CF | cylindrical wood pieces, all of the same length, and a saw on the 		
CF | floor. You can go out through the door, or through the window, since 		
CF | it is broken. 		
CF | 		
CF | You can also see a large rock and a shiny shilling here. 		
CF | 		
CF | > 		Knight_Otu says, "What a shill of a shop."
Knight_Otu says (to ClubFloyd), "get rock and shilling" 		
CF ] Inside the woodshop Score: 49, Turns: 596 		
CF | > 		
CF | > GET ROCK AND SHILLING 		
CF | 		
CF | large rock: Taken. 		
CF | shiny shilling: Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shilling" 		
CF ] Inside the woodshop Score: 49, Turns: 597 		
CF | > 		
CF | > X SHILLING 		
CF | 		
CF | A shiny shilling, minted in 1960. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Inside the woodshop Score: 49, Turns: 598 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | This is a pretty nice circular table, and it only needs to be sanded 		
CF | to be done. Actually, it reminds you of the tables in the pub; either 		
CF | a rowdy drinker broke a table, or there wasn't quite enough room for 		
CF | everyone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pieces" 		
CF ] Inside the woodshop Score: 49, Turns: 599 		
CF | > 		
CF | > X PIECES 		
CF | 		
CF | There are three cylinders of exactly the same shape and length. You 		
CF | wonder what the use for these could be, and then it comes to you: 		
CF | these are replacement rungs for the broken ladder at the radio tower! 		
CF | 		
CF | > 		MoyTravis says, "Nice."
		Knight_Otu says, "Hey hey, we need those."
Knight_Otu says (to ClubFloyd), "get rungs" 		
CF ] Inside the woodshop Score: 49, Turns: 600 		
CF | > 		
CF | > GET RUNGS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get saw" 		
CF ] Inside the woodshop Score: 49, Turns: 601 		
CF | > 		
CF | > GET SAW 		
CF | 		
CF | (putting the lighter into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Inside the woodshop Score: 49, Turns: 602 		
CF | > 		
CF | > X IT 		
CF | 		
CF | This is a hand saw, useful for cutting wood, and not much else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Inside the woodshop Score: 49, Turns: 603 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Inside the woodshop 		
CF | It looks like the island had its own woodworker, who was making or 		
CF | fixing furniture and wooden objects for the island. A smart strategy; 		
CF | there is, after all, a pretty extensive forest on the island. There is 		
CF | a sturdy-looking table in the middle of the workshop. You can go out 		
CF | through the door, or through the window, since it is broken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door" 		
CF ] Inside the woodshop Score: 49, Turns: 604 		
CF | > 		
CF | > UNLOCK DOOR 		
CF | 		
CF | You unlock the door from the inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Inside the woodshop Score: 49, Turns: 605 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Inside the woodshop Score: 49, Turns: 606 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Woodshop Score: 49, Turns: 607 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Woodshop 		
CF | From what you can see inside the large, broken window at the front of 		
CF | the building, this is some kind of woodshop. Presumably, someone here 		
CF | was in charge of making or fixing all sorts of furniture and wooden 		
CF | objects for the whole island; you can see a sturdy-looking table in 		
CF | the middle of the workshop. Another shop is next to this one, to the 		
CF | west; behind the woodshop, you can see diesel generators, to the 		
CF | south, near the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Small shop Score: 49, Turns: 608 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been shattered, unfortunately. Judging by 		
CF | what you see through it, that shop has wares that were probably 		
CF | imported from the land -- hence the play on words. The cliffs advance 		
CF | to form a small tip to the north of here; you can also go east, 		
CF | towards a woodshop, or west, towards a small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Scenic view Score: 49, Turns: 609 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Scenic view 		
CF | Atop the cliffs is a small grassy area that looks rather pleasant. 		
CF | From here, the immensity of the ocean is on full display, and it feels 		
CF | like a nice area for a rest. Apparently, you're not the only one to 		
CF | have had this idea: a few rocks have been placed here, in a circle, 		
CF | and you can see the fire in the centre of the circle. Looks like this 		
CF | was a popular picnic area. You can go back towards the small shop to 		
CF | the south. 		
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 ] Scenic view Score: 49, Turns: 609 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "heat pot" 		
CF ] Scenic view Score: 49, Turns: 609 		
CF | > 		
CF | > HEAT POT 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put pot on fire" 		
CF ] Scenic view Score: 49, Turns: 610 		
CF | > 		
CF | > PUT POT ON FIRE 		
CF | 		
CF | (first taking the pot) 		
CF | You carefully place the pot containing the oil above the fire. 		
CF | Standing this close to the fire is a bit nerve-wracking, and your 		
CF | hands are getting warm, but the oil is melting rather fast. You take a 		
CF | few breaks to rest your arms and your hands, but after a few minutes, 		
CF | the pot is full of liquid cooking oil. 		
CF | 		
CF | > 		Knight_Otu says, "Well, we got the oil."
		Pinkunz exclaims, "Yay!"
		Knight_Otu asks, "Do we try to fill the tank with it?"
		MoyTravis says, "Sure, may as well."
		Roger says, "reckon we should try"
		Pinkunz exclaims, "Fish and chips for everyone!"
		DavidW says, "yes plz"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Scenic view Score: 49, Turns: 611 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Small shop Score: 49, Turns: 612 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small shop 		
CF | This is a small shop, with a wide window allowing you to peek inside 		
CF | the shop. The window has been shattered, unfortunately. Judging by 		
CF | what you see through it, that shop has wares that were probably 		
CF | imported from the land -- hence the play on words. The cliffs advance 		
CF | to form a small tip to the north of here; you can also go east, 		
CF | towards a woodshop, or west, towards a small house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Woodshop Score: 49, Turns: 613 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Woodshop 		
CF | From what you can see inside the large, broken window at the front of 		
CF | the building, this is some kind of woodshop. Presumably, someone here 		
CF | was in charge of making or fixing all sorts of furniture and wooden 		
CF | objects for the whole island; you can see a sturdy-looking table in 		
CF | the middle of the workshop. Another shop is next to this one, to the 		
CF | west; behind the woodshop, you can see diesel generators, to the 		
CF | south, near the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Power generators of the island Score: 49, Turns: 614 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. The power generators are all connected to a central 		
CF | tank, which would get filled, presumably with diesel, to keep the 		
CF | lights on -- and hopefully power the radio tower. Restarting them 		
CF | would give you a good chance of being able to call for help. 		
CF | 		
CF | > 		Roger says, "a bit surprised there's not a filtration step introduced, but maybe the puzzle is already complex enough"
Knight_Otu says (to ClubFloyd), "fill tank with oil" 		
CF ] Power generators of the island Score: 49, Turns: 615 		
CF | > 		
CF | > FILL TANK WITH OIL 		
CF | 		
CF | You need to find fuel to fill the tanks with. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, not it."
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		MoyTravis asks, "hmm can we x oil?"
Knight_Otu says (to ClubFloyd), "x oil" 		
CF ] Power generators of the island Score: 49, Turns: 616 		
CF | > 		
CF | > X OIL 		
CF | 		
CF | The pot is now full of liquid cooking oil; there's a few quarts here. 		
CF | 		
CF | > 		MoyTravis asks, "'pour oil into tank'?"
		DavidW says, "mayne is another step"
Jacqueline has arrived. 		Knight_Otu says, "(I mean, it would have surprised me from volume alone, but we'll see.)"
Knight_Otu says (to ClubFloyd), "pour oil into tank" 		
CF ] Power generators of the island Score: 49, Turns: 616 		
CF | > 		
CF | > POUR OIL INTO TANK 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Pinkunz says, "Doesn't have to run long."
		MoyTravis says, "Okay sure 's probably something else/another step."
		Knight_Otu says, "Let's see the radio tower's ladder."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Centre of the village Score: 49, Turns: 617 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Outside the pub Score: 49, Turns: 618 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Small house behind the pub Score: 49, Turns: 619 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Base of tower Score: 49, Turns: 620 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Base of tower 		
CF | A steel tower rises overhead, black against the sunny sky. This is an 		
CF | observation tower, facing southeast, towards a small island you can 		
CF | barely distinguish on the horizon. The metallic mast at the top of the 		
CF | tower means it doubles as a radio tower, though you don't know where 		
CF | the controls are. The ladder is missing a few rungs, which makes you 		
CF | unable to climb it -- for now. You can go back to the little house to 		
CF | the northeast. 		
CF | 		
CF | > 		
Pinkunz drops ClubFloyd Pass 09. 		
ClubFloyd Pass 09 goes home. 		
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 says (to ClubFloyd), "look through binoculars" 		
CF ] Base of tower Score: 49, Turns: 621 		
CF | > 		
CF | > LOOK THROUGH BINOCULARS 		
CF | 		
CF | You look at Tristam Island through your binoculars. You can see its 		
CF | shore a bit better; the island seems to be low-lying, with a few 		
CF | bushes and brambles near its beach, but that's about all you can see. 		
CF | You would probably see it better atop the steel tower. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put rungs in ladder" 		
CF ] Base of tower Score: 54, Turns: 622 		
CF | > 		
CF | > PUT RUNGS IN LADDER 		
CF | 		
CF | (first taking the ladder rungs) 		
CF | You insert the rungs you found in the woodshop into the ladder holes; 		
CF | you have to find the right angle to get them in, but they fit 		
CF | perfectly. The ladder is now fixed and ready to use. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Pinkunz says (to jacqueline), "No problem." 		
Knight_Otu says (to ClubFloyd), "score" 		
CF ] Base of tower Score: 54, Turns: 622 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 54 out of a possible 150, in 622 turns, thus 		
CF | giving you the rank of: Robinson Crusoe. 		
CF | 		
CF | > 		
Jacqueline departs dramatically, saying, "Since I'm probably marked for death anyway, I'm going to have an oreo cookie and then a nap. See you all later, possibly on the #obits bb." 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Top of the tower Score: 54, Turns: 623 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the ladder and reach the top of the tower. 		
CF | 		
CF | Top of the tower 		
CF | The platform at the top of the tower is rather small. A low barrier 		
CF | runs around the platform, giving a very wide field of vision. From 		
CF | here, about twenty feet off the ground, you can see the village very 		
CF | well, as well as the white house behind the fence. The view of the sea 		
CF | is incredible; you can see further away, including the small island 		
CF | towards the southeast. You can climb back down the ladder. 		
CF | 		
CF | Someone dropped a screwdriver here. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Screwdriver!"
		Pinkunz says, "door hinge."
Knight_Otu says (to ClubFloyd), "look through binoculars" 		
CF ] Top of the tower Score: 59, Turns: 624 		
CF | > 		
CF | > LOOK THROUGH BINOCULARS 		
CF | 		
CF | You take a look at the island through your binoculars, and your 		
CF | intuition was right. Tristam Island looks rather inhospitable, covered 		
CF | in rocks and rubble, with patchy vegetation that doesn't look more 		
CF | than two feet tall. But near the shore, and on the sand in the lagoon, 		
CF | you spot a few long black trunks, as if the trees had been destroyed, 		
CF | charred, a long time ago, and hadn't manage to grow back since. 		
CF | Something must have happened on that island, but you can't quite 		
CF | figure out what. Your intuition tells you it's important, though. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Roger says, "yeah probably"
		DavidW says, "yes"
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "get screwdriver" 		
CF ] Top of the tower Score: 59, Turns: 625 		
CF | > 		
CF | > GET SCREWDRIVER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Base of tower Score: 59, Turns: 626 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Base of tower 		
CF | A steel tower rises overhead, black against the sunny sky. This is an 		
CF | observation tower, facing southeast, towards a small island you can 		
CF | barely distinguish on the horizon. The metallic mast at the top of the 		
CF | tower means it doubles as a radio tower, though you don't know where 		
CF | the controls are. You can go back to the little house to the 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Small house behind the pub Score: 59, Turns: 627 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Houses by the town centre Score: 59, Turns: 628 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Houses by the town centre 		
CF | A few houses are arranged in a row that forms a path going north, to a 		
CF | sort of plaza at the centre of the village, and south, to the edge of 		
CF | the plateau. The houses look similar, except the door to one of them 		
CF | looks different from the others -- much cruder, as if it had been 		
CF | replaced. You can cut across the grass to the west, to another house, 		
CF | or to the east, towards a fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pry hinges with screwdriver" 		
CF ] Houses by the town centre Score: 61, Turns: 629 		
CF | > 		
CF | > PRY HINGES WITH SCREWDRIVER 		
CF | 		
CF | After a few tries, you manage to wedge the screwdriver between the pin 		
CF | and the top hinge; after that, it's only a matter of lifting the pin 		
CF | out. You do the same for the two other hinges; the door then wobbles 		
CF | free. You catch it before it falls to the floor, then prop it up 		
CF | against the side of the house. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Inside a house Score: 61, Turns: 630 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside a house 		
CF | This is a small house, with only the bare necessities: a bed, a small 		
CF | nightstand, a few chairs, and a bathroom. Life here was decidedly 		
CF | rather spartan. There is a book on the nightstand. The only way is 		
CF | out. 		
CF | 		
CF | You can see a rusty shilling here. 		
CF | 		
CF | > 		MoyTravis exclaims, "Book!"
Knight_Otu says (to ClubFloyd), "x rusty shilling" 		
CF ] Inside a house Score: 61, Turns: 631 		
CF | > 		
CF | > X RUSTY SHILLING 		
CF | 		
CF | A rusty shilling, minted in 1957. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Inside a house Score: 61, Turns: 632 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		MoyTravis says, "Also, a shilling, we're moving up in the world."
Knight_Otu says (to ClubFloyd), "x book" 		
CF ] Inside a house Score: 61, Turns: 633 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | Judging by the cover, this looks like a science-fiction book. It's the 		
CF | only book you've seen so far on the island; you hope there is more, or 		
CF | you'll be reading this one for years... The title is "Kensington 		
CF | Gardens", by Brian Moriarty. Never heard of it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Inside a house Score: 61, Turns: 634 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | (putting the flathead screwdriver into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read it" 		
CF ] Inside a house Score: 61, Turns: 635 		
CF | > 		
CF | > READ IT 		
CF | 		
CF | Judging by the cover, this looks like a science-fiction book. It's the 		
CF | only book you've seen so far on the island; you hope there is more, or 		
CF | you'll be reading this one for years... The title is "Kensington 		
CF | Gardens", by Brian Moriarty. Never heard of it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Inside a house Score: 61, Turns: 636 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You flip through the book; it seems to be about nuclear apocalypse, 		
CF | and one person's quest to prevent it. At the very last page, four 		
CF | digits are written: 5-2-1-8. You wonder what these are for. 		
CF | 		
CF | > 		Knight_Otu says, "Hey keypad numbers, surely."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Inside a house Score: 61, Turns: 637 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Inside a house 		
CF | This is a small house, with only the bare necessities: a bed, a small 		
CF | nightstand, a few chairs, and a bathroom. Life here was decidedly 		
CF | rather spartan. The only way is out. 		
CF | 		
CF | > 		DavidW says, "yes"
Knight_Otu says (to ClubFloyd), "x bed" 		
CF ] Inside a house Score: 61, Turns: 638 		
CF | > 		
CF | > X BED 		
CF | 		
CF | There really isn't much here for furniture; you're guessing life here 		
CF | was pretty regimented, and that food was only cooked and eaten at the 		
CF | pub. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x nightstand" 		
CF ] Inside a house Score: 61, Turns: 639 		
CF | > 		
CF | > X NIGHTSTAND 		
CF | 		
CF | A lovely wooden nightstand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Inside a house Score: 61, Turns: 640 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | That doesn't seem to be something you can open. 		
CF | 		
CF | > 		Pinkunz asks, "Is Brian Moriarty an Infocom reference?"
		Pinkunz asks, "Trinity?"
Knight_Otu says (to ClubFloyd), "x bathroom" 		
CF ] Inside a house Score: 61, Turns: 641 		
CF | > 		
CF | > X BATHROOM 		
CF | 		
CF | There really isn't much here for furniture; you're guessing life here 		
CF | was pretty regimented, and that food was only cooked and eaten at the 		
CF | pub. 		
CF | 		
CF | > 		Roger says, "most likely"
		MoyTravis asks, "Oh that's a real person?"
		MoyTravis says, "Oh, it is. He has a Wikipedia page. Huh."
		DavidW says, "yes infocom author"
		Pinkunz says, "Old school implementer and writer at Infocom back in the day."
		MoyTravis exclaims, "Whoa, he did Loom!"
		Pinkunz says, "Steve Meretzky was my favorite."
		Roger says, "I'd like the screw around with the generator just a bit more"
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Houses by the town centre Score: 61, Turns: 642 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Houses by the town centre 		
CF | A few houses are arranged in a row that forms a path going north, to a 		
CF | sort of plaza at the centre of the village, and south, to the edge of 		
CF | the plateau. The houses look similar, except the door to one of them 		
CF | looks different from the others; you managed to remove it from its 		
CF | frame. You can cut across the grass to the west, to another house, or 		
CF | to the east, towards a fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Centre of the village Score: 61, Turns: 643 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Power generators of the island Score: 61, Turns: 644 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. The power generators are all connected to a central 		
CF | tank, which would get filled, presumably with diesel, to keep the 		
CF | lights on -- and hopefully power the radio tower. Restarting them 		
CF | would give you a good chance of being able to call for help. 		
CF | 		
CF | > 		MoyTravis asks, "So...when we get the power, that's the code to the keypad?"
		Pinkunz says, "Likely."
		DavidW says, "likly yes"
Roger says (to floyd), "put oil in tank" 		
CF ] Power generators of the island Score: 61, Turns: 645 		
CF | > 		
CF | > PUT OIL IN TANK 		
CF | 		
CF | You can't, since the fuel tank is closed. 		
CF | 		
CF | > 		
Roger says (to floyd), "open tank" 		
CF ] Power generators of the island Score: 61, Turns: 646 		
CF | > 		
CF | > OPEN TANK 		
CF | 		
CF | The lid on top of the tank is heavy, but you manage to push it to the 		
CF | side enough to see what's inside. The tank looks empty. 		
CF | 		
CF | > 		Knight_Otu says, "That, or we can unscrew something with the screwdriver"
Roger says (to floyd), "put oil in tank" 		
CF ] Power generators of the island Score: 61, Turns: 647 		
CF | > 		
CF | > PUT OIL IN TANK 		
CF | 		
CF | Slowly, carefully, you lift the pot full of cooking oil, and pour the 		
CF | oil inside the tank. 		
CF | 		
CF | > 		MoyTravis says, "lol ok so it is the oil"
Roger says (to floyd), "start generator" 		
CF ] Power generators of the island Score: 66, Turns: 648 		
CF | > 		
CF | > START GENERATOR 		
CF | 		
CF | The wheels are very heavy, and it's quite the effort to start turning 		
CF | the crank. You turn it for a few rotations, and flip the small lever 		
CF | on the generator to start injecting the fuel. The generator starts 		
CF | shuddering, and lets out a thunderous sound. It works! After all these 		
CF | years, it still works! You can barely conceal your excitement: now you 		
CF | have a chance at calling for help and being rescued! You turn on a 		
CF | second generator in the same way, to make sure all the electrical 		
CF | devices on the island are brought back to life. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Knight_Otu exclaims, "Thanks, Roger!"
		Roger says, "okay that's my contribution; carry on"
		Roger says, "just had a feeling it was something guess-verby"
		MoyTravis says, "Nice job. Also I really hope it doesn't run out of power on a timer."
		MoyTravis says, "That would be awful."
		Pinkunz says, "And Infocom-y."
		Roger says, "yes, but the game seems timer-free so far, so I have hope"
		DavidW says, "game seems not to br mean that way"
		Knight_Otu says, "I sure hope that little bit of oil holds up for us, but yeah."
		Pinkunz asks, "Save?"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf9" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Power generators of the island Score: 66, Turns: 648 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Pinkunz says, "In case of timer."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Fenced area Score: 66, Turns: 649 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Around the fence Score: 66, Turns: 650 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Around the fence 		
CF | You are roughly to the south of the tall white mansion, but on the 		
CF | other side of the chainlink fence with barbed wire at the top. This is 		
CF | the edge of the plateau, where the forest starts; the trees are rather 		
CF | tall, and their branches grow above the fence. You're guessing they 		
CF | weren't so tall when the island was inhabited. You can follow the 		
CF | fence to the northwest, or follow the edge of the plateau towards a 		
CF | few houses to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb tree" 		
CF ] Field Score: 71, Turns: 651 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | You look up, and there is indeed one large branch that grows above the 		
CF | fence. You sigh; you would preferred not having to do this, but... 		
CF | 		
CF | You start climbing the tree, slowly and carefully, then sit astride 		
CF | the branch. Your heart is beating fast, and you try your best not to 		
CF | look down as you steadily progress along the branch, which bends under 		
CF | your weight. You keep going -- but the branch is getting too thin to 		
CF | support your weight, and starts cracking and tipping! 		
CF | 		
CF | You lose your grip, and land on your back in a mighty crash! Your back 		
CF | is sore, but you don't seem to have broken any bones. After a few 		
CF | minutes, you sit up with some difficulty... and find yourself inside 		
CF | the fenced area! Good thing you landed on the right side of the 		
CF | fence... 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 71, Turns: 652 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		Roger says, "convenient"
Knight_Otu says (to ClubFloyd), "type 5218 on keypad" 		
CF ] Lobby of the white house Score: 76, Turns: 653 		
CF | > 		
CF | > TYPE 5218 ON KEYPAD 		
CF | 		
CF | As soon as you pushed the last number, a door can be heard from the 		
CF | door. You hurry and grab the handle, and the door swings open. You 		
CF | enter the white mansion. 		
CF | 		
CF | At last, you enter the white mansion, inside of which is something so 		
CF | important that it needed to be protected by a fence, a guard, and a 		
CF | keypad. There were two kinds of people on this island: the ones in the 		
CF | village, who fished and canned and mended and kept the island running, 		
CF | and weren't allowed to enter the fence; and the people who were, who 		
CF | knew the combination of the keypad and could enter the white house. 		
CF | You feel like whatever was going on inside was the whole purpose of 		
CF | occupying the island; at this point, it's not just about finding a 		
CF | working radio anymore, it's also about discovering the secrets of the 		
CF | white house, and finding out why everyone left. 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Roger says, "yes, at last"
		Knight_Otu asks, ""a door can be heard from the door"?"
		Pinkunz asks, "x noticea?"
		Pinkunz asks, "*notices?"
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 77, Turns: 654 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "A reminder for everyone: I approved that 		
CF | ridiculous Heath Robinson mechanism to open the door to the laboratory 		
CF | to keep morale up while preserving secure access to it. I could very 		
CF | well replace it with a keypad. Do NOT waste more time making it more 		
CF | complex, and get on with your work. --Major Westwood." 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Lobby of the white house Score: 77, Turns: 655 		
CF | > 		
CF | > G 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing 		
CF | of a bald man with a large nose poking out of a wall. 		
CF | 		
CF | > 		Pinkunz says, "I know it must be important to receive a point, but it still feels anticlimactic."
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Lobby of the white house Score: 77, Turns: 656 		
CF | > 		
CF | > G 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Help! I'm trapped on a secret island, kept by 		
CF | the British military to work on a deadly project!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Lobby of the white house Score: 77, Turns: 657 		
CF | > 		
CF | > G 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Now I am become Death, the destroyer of 		
CF | worlds." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Lobby of the white house Score: 77, Turns: 658 		
CF | > 		
CF | > G 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "... well, some kind of math formula. An... 		
CF | integral sign? E to the x ? Equals f(un). You don't get it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Lobby of the white house Score: 77, Turns: 659 		
CF | > 		
CF | > G 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "... well, some kind of math formula. An... 		
CF | integral sign? E to the x ? Equals f(un). You don't get it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Lobby of the white house Score: 77, Turns: 660 		
CF | > 		
CF | > G 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing 		
CF | of a bald man with a large nose poking out of a wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x statue" 		
CF ] Lobby of the white house Score: 77, Turns: 661 		
CF | > 		
CF | > X STATUE 		
CF | 		
CF | The chalk statue on top of the cylindrical base is that of a little 		
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small 		
CF | flute. You've seen this sculpture before, though you can't remember 		
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually 		
CF | not a bad sculpture; it is rather aesthetically pleasing, even though 		
CF | some details look a bit crude. Your best guess is that someone with an 		
CF | artistic inclination cut a slab of the cliffs and worked from a model, 		
CF | to pass time perhaps. The statue looks a bit off-kilter; the child is 		
CF | looking towards the northern door instead of towards the entrance, 		
CF | where you would expect it to look. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn statue" 		
CF ] Lobby of the white house Score: 79, Turns: 662 		
CF | > 		
CF | > TURN STATUE 		
CF | 		
CF | You turn the statue slightly so the little child faces towards the 		
CF | entrance. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x contraption" 		
CF ] Lobby of the white house Score: 79, Turns: 663 		
CF | > 		
CF | > X CONTRAPTION 		
CF | 		
CF | It all looks purposeful, but it's absolutely mystifying. The 		
CF | rope-and-pulley mechanism doesn't look like it does anything but make 		
CF | the buckets go up and down. The U-shaped pipe is hanging horizontally 		
CF | from the ceiling, above the mezzanine. It is made of several segments; 		
CF | the extremity closest to the south wall is angled up, and the opening 		
CF | is wider, like a funnel, while the other side of the pipe runs above 		
CF | the mezzanine and stops right before the buckets. The weight is 		
CF | precariously resting on a platform that's too small for it; should it 		
CF | fall, it would probably pull on the rope, that runs inside a pulley 		
CF | and towards a hole up high in the north wall. Simply baffling. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Lobby of the white house Score: 79, Turns: 664 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | > 		Pinkunz asks, "x weight?"
Knight_Otu says (to ClubFloyd), "x north door" 		
CF ] Lobby of the white house Score: 79, Turns: 665 		
CF | > 		
CF | > X NORTH DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x weight" 		
CF ] Lobby of the white house Score: 79, Turns: 666 		
CF | > 		
CF | > X WEIGHT 		
CF | 		
CF | The platform supporting the weight is nothing but a couple of thin 		
CF | metal L-shaped brackets screwed in the wall. It looks like it wouldn't 		
CF | take much to knock the weight out of balance; should it fall, it would 		
CF | probably pull on the rope, that runs inside a pulley and towards a 		
CF | hole up high in the north wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hole" 		
CF ] Lobby of the white house Score: 79, Turns: 667 		
CF | > 		
CF | > X HOLE 		
CF | 		
CF | This is odd. This is a rather wide tube, fixed tight onto a tilted 		
CF | stand. The lower extremity is closed, and some sort of nozzle is 		
CF | attached to it. The other end is open; the diameter is big enough you 		
CF | could put your fist in there. The middle part of the tube narrows, and 		
CF | a lever has been placed here. You scratch your head and think for a 		
CF | moment. A tilted tube open on one side, with a lever that presumably 		
CF | opens or seals the space between both extremities... Maybe some kind 		
CF | of air cannon? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lever" 		
CF ] Lobby of the white house Score: 79, Turns: 668 		
CF | > 		
CF | > X LEVER 		
CF | 		
CF | The middle part of the tube narrows, and a lever has been placed here. 		
CF | 		
CF | > 		MoyTravis says, "Pull every lever."
Knight_Otu says (to ClubFloyd), "x pipes" 		
CF ] Lobby of the white house Score: 79, Turns: 668 		
CF | > 		
CF | > X PIPES 		
CF | 		
CF | Sorry, I don't understand what "pipes" means. 		
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 ] Lobby of the white house Score: 79, Turns: 668 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 79, Turns: 669 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and nothing happens. You close it again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push weight" 		
CF ] Lobby of the white house Score: 79, Turns: 670 		
CF | > 		
CF | > PUSH WEIGHT 		
CF | 		
CF | The weight on a small platform is out of reach. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Lobby of the white house Score: 79, Turns: 671 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This tall door looks rather heavy. It is closed. 		
CF | 		
CF | > 		Pinkunz asks, "Do we have something pole like in our inventory?"
		DavidW says, "may need liquid / water for funnel"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Lobby of the white house Score: 79, Turns: 672 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a science-fiction book, a rusty shilling, a pot (which 		
CF | is empty), a shiny shilling, a large rock, a rusty sixpence, a shiny 		
CF | sixpence, a backpack (which contains a flathead screwdriver, a hand 		
CF | wood saw, a lighter, a pack of gum, some binoculars, a spare key for 		
CF | the pub, a torch (providing light), a metal bowl (which is empty) and 		
CF | a small stick) (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		DavidW says, "there was a fishing pole"
Knight_Otu says (to ClubFloyd), "push weight with stick" 		
CF ] Lobby of the white house Score: 79, Turns: 673 		
CF | > 		
CF | > PUSH WEIGHT WITH STICK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz asks, "Save and throw rock at weight?"
		Knight_Otu says, "Somewhere on the beach, yeah."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf11" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Lobby of the white house Score: 79, Turns: 673 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw rock at weight" 		
CF ] Lobby of the white house Score: 79, Turns: 674 		
CF | > 		
CF | > THROW ROCK AT WEIGHT 		
CF | 		
CF | Futile. 		
CF | 		
CF | > 		MoyTravis says, "ha."
		DavidW says, "push weight ought to work, but at right time"
		Knight_Otu says, "I think we should explore first."
		Pinkunz says, "Well, at least it was implemented."
		Pinkunz says, "Agreed."
		Knight_Otu says, "If we find they key to the guardhouse, that would be perfect."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Library Score: 79, Turns: 675 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Library 		
CF | You were expecting that wonderful smell of paper, but instead it 		
CF | smells rather musty. Half a dozen shelves are packed with books of all 		
CF | shapes and sizes. The shelf closest to you reads "SCI-FI"; these books 		
CF | look well-loved, and their spines are crinkled and slightly faded. The 		
CF | lobby is back north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelf" 		
CF ] Library Score: 79, Turns: 676 		
CF | > 		
CF | > X SHELF 		
CF | 		
CF | You pick a book at random: "Starship Troopers", by Robert Heinlein. 		
CF | The upper right corner is very faded. You flip through it 		
CF | distractedly, then put it back. 		
CF | 		
CF | > 		
Roger says (to floyd), "put book on shelf" 		
CF ] Library Score: 79, Turns: 677 		
CF | > 		
CF | > PUT BOOK ON SHELF 		
CF | 		
CF | You put the book back where it belongs, in this small library of 		
CF | science-fiction books. Somehow, it feels right. 		
CF | 		
CF | > 		Roger says, "another hunch"
		Pinkunz says, "Real title."
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "x shelf" 		
CF ] Library Score: 79, Turns: 678 		
CF | > 		
CF | > X SHELF 		
CF | 		
CF | You pick a book at random: "Childhood's End", by Arthur C. Clarke. The 		
CF | spine is absolutely destroyed. You flip through it distractedly, then 		
CF | put it back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF ] Library Score: 79, Turns: 679 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | You pick a book at random: "Foundation", by Isaac Asimov. The upper 		
CF | right corner is still in good shape. You flip through it distractedly, 		
CF | then put it back. 		
CF | 		
CF | > 		DavidW says, "put our book on shel"
		Knight_Otu says, "Odd this."
		Knight_Otu says, "Roger already did."
		Roger says, "yeah I squeaked that in"
Knight_Otu says (to ClubFloyd), "push shelves" 		
CF ] Library Score: 79, Turns: 680 		
CF | > 		
CF | > PUSH SHELVES 		
CF | 		
CF | They're fixed in place. 		
CF | 		
CF | > 		DavidW says, "ok"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lobby of the white house Score: 79, Turns: 681 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | > 		Pinkunz says, "Starship troopers, 1959. Childhood's End, 1953. Foundation, 1951."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Cafeteria Score: 79, Turns: 682 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Cafeteria 		
CF | This is a rather small cafeteria, with four tables in total, and 		
CF | wooden benches on each side of the tables. The tables are long and 		
CF | wide, but you're guessing that no more than 20 people would fit here. 		
CF | The whole room feels deserted and only slightly lit. The door to the 		
CF | kitchen is closed. You can go back to the lobby, to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Cafeteria Score: 79, Turns: 683 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The door to the kitchen is locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cafeteria Score: 79, Turns: 684 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Cafeteria Score: 79, Turns: 685 		
CF | > 		
CF | > S 		
CF | 		
CF | This would be the door to the kitchen, but it is locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tables" 		
CF ] Cafeteria Score: 79, Turns: 686 		
CF | > 		
CF | > X TABLES 		
CF | 		
CF | There are four tables in total, and wooden benches on each side of the 		
CF | tables. The tables are long and wide, but you're guessing that no more 		
CF | than 20 people would fit here. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, that sounds like it could be a large chunk of the settlement."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby of the white house Score: 79, Turns: 687 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 79, Turns: 688 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | > 		Pinkunz asks, "x pipe?"
Knight_Otu says (to ClubFloyd), "x pipe" 		
CF ] Lobby of the white house Score: 79, Turns: 689 		
CF | > 		
CF | > X PIPE 		
CF | 		
CF | The U-shaped pipe is hanging horizontally from the ceiling, above the 		
CF | mezzanine. It is made of several segments; the extremity closest to 		
CF | the south wall is angled up, and the opening is wider, like a funnel, 		
CF | while the other side of the pipe runs above the mezzanine and stops 		
CF | right before the buckets. You can reach it from here by climbing the 		
CF | railing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x railing" 		
CF ] Lobby of the white house Score: 79, Turns: 690 		
CF | > 		
CF | > X RAILING 		
CF | 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
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 ] Lobby of the white house Score: 79, Turns: 690 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb railing" 		
CF ] Lobby of the white house Score: 79, Turns: 691 		
CF | > 		
CF | > CLIMB RAILING 		
CF | 		
CF | You step on the railing, carefully, and see that you can reach the 		
CF | U-shaped pipe from here. You get down safely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push pipe" 		
CF ] Lobby of the white house Score: 79, Turns: 692 		
CF | > 		
CF | > PUSH PIPE 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		Pinkunz asks, "Have we died yet?"
		Knight_Otu says, "I don't think so."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 79, Turns: 693 		
CF | > 		
CF | > U 		
CF | 		
CF | You're already up on the mezzanine. 		
CF | 		
CF | > 		Pinkunz says, "Just curious."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Quarters Score: 79, Turns: 694 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		Pinkunz asks, "I vote yellow door. Anyone else?"
Knight_Otu says (to ClubFloyd), "x guard door" 		
CF ] Quarters Score: 79, Turns: 695 		
CF | > 		
CF | > X GUARD DOOR 		
CF | 		
CF | This door has a sign saying "GUARD" on it. It is locked, and it would 		
CF | require a key to be unlocked. 		
CF | 		
CF | > 		DavidW says, "guard may have keyz"
Knight_Otu says (to ClubFloyd), "x yellow" 		
CF ] Quarters Score: 79, Turns: 696 		
CF | > 		
CF | > X YELLOW 		
CF | 		
CF | On this yellow door, the names are Dr Jerome Thorpe and "Doc" Walt 		
CF | Horvak. The door has a lock, but it wouldn't be very hard to pick; 		
CF | it's just a privacy lock, the kind you find in bathrooms more often 		
CF | than on bedrooms. Anyone could enter this room by using a flat tool to 		
CF | turn the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn lock with screwdriver" 		
CF ] Quarters Score: 79, Turns: 697 		
CF | > 		
CF | > TURN LOCK WITH SCREWDRIVER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "why I happen to have a flat tool right here in my pants"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Quarters Score: 79, Turns: 698 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a rusty shilling, a pot (which is empty), a shiny 		
CF | shilling, a large rock, a rusty sixpence, a shiny sixpence, a backpack 		
CF | (which contains a flathead screwdriver, a hand wood saw, a lighter, a 		
CF | pack of gum, some binoculars, a spare key for the pub, a torch 		
CF | (providing light), a metal bowl (which is empty) and a small stick) 		
CF | (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get screwdriver" 		
CF ] Quarters Score: 79, Turns: 699 		
CF | > 		
CF | > GET SCREWDRIVER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn lock with screwdriver" 		
CF ] Quarters Score: 79, Turns: 700 		
CF | > 		
CF | > TURN LOCK WITH SCREWDRIVER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door with screwdriver" 		
CF ] Quarters Score: 79, Turns: 700 		
CF | > 		
CF | > OPEN DOOR WITH SCREWDRIVER 		
CF | 		
CF | Do you mean the white door, the yellow door, the door to the officers 		
CF | quarters or the door to guard room? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yellow" 		
CF ] Quarters Score: 84, Turns: 701 		
CF | > 		
CF | > YELLOW 		
CF | 		
CF | You take your flathead screwdriver and insert it in the lock, then 		
CF | turn. The door unlocks. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		DavidW says, "unlock yllow with"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Quarters Score: 84, Turns: 702 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't, since the yellow door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open yellow" 		
CF ] Quarters Score: 84, Turns: 703 		
CF | > 		
CF | > OPEN YELLOW 		
CF | 		
CF | You open the yellow door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Yellow room Score: 84, Turns: 704 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Yellow room 		
CF | The room has been emptied hurriedly, it seems; the beds in the bunk 		
CF | haven't been made, and there's a chest basically in the middle of the 		
CF | room. There is a desk, but all the drawers are open and empty. You can 		
CF | go out by going south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chest" 		
CF ] Yellow room Score: 84, Turns: 705 		
CF | > 		
CF | > X CHEST 		
CF | 		
CF | A rather deep chest, made -- locally, it would seem -- of solid wood. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Yellow room Score: 84, Turns: 706 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the chest, revealing a cricket ball. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ball" 		
CF ] Yellow room Score: 84, Turns: 707 		
CF | > 		
CF | > X BALL 		
CF | 		
CF | An old cricket ball, rough under your fingers; one side seems more 		
CF | polished than the other one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Yellow room Score: 84, Turns: 708 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | (putting the pot into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		DavidW asks, "for funnel?"
Knight_Otu says (to ClubFloyd), "x polished" 		
CF ] Yellow room Score: 84, Turns: 708 		
CF | > 		
CF | > X POLISHED 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Quarters Score: 84, Turns: 709 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x white" 		
CF ] Quarters Score: 84, Turns: 710 		
CF | > 		
CF | > X WHITE 		
CF | 		
CF | On this white door, the names are Mick Antrim and Marv Siegel. The 		
CF | door has a lock, but it wouldn't be very hard to pick; it's just a 		
CF | privacy lock, the kind you find in bathrooms more often than on 		
CF | bedrooms. Anyone could enter this room by using a flat tool to turn 		
CF | the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open white with screwdriver" 		
CF ] Quarters Score: 84, Turns: 711 		
CF | > 		
CF | > OPEN WHITE WITH SCREWDRIVER 		
CF | 		
CF | You take your flathead screwdriver and insert it in the lock, then 		
CF | turn. The door unlocks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open white" 		
CF ] Quarters Score: 84, Turns: 712 		
CF | > 		
CF | > OPEN WHITE 		
CF | 		
CF | You open the white door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] White room Score: 84, Turns: 713 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | White room 		
CF | The room is rather tidy, with both beds in the bunks made. There is a 		
CF | chest by the foot of the bed. You can go out by going north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chest" 		
CF ] White room Score: 84, Turns: 714 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the chest, revealing a bike pump. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pump" 		
CF ] White room Score: 84, Turns: 715 		
CF | > 		
CF | > GET PUMP 		
CF | 		
CF | (putting the flathead screwdriver into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] White room Score: 84, Turns: 716 		
CF | > 		
CF | > X IT 		
CF | 		
CF | This bike pump is made of metal, and has rusted over the years. 		
CF | Strange; you don't recall seeing any bikes on the island. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Quarters Score: 84, Turns: 717 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		DavidW says, "this pt of game is so nutty"
Knight_Otu says (to ClubFloyd), "x officers" 		
CF ] Quarters Score: 84, Turns: 718 		
CF | > 		
CF | > X OFFICERS 		
CF | 		
CF | The door at the end of the hallway is locked, and says "OFFICERS 		
CF | ONLY". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Quarters Score: 84, Turns: 719 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't, since the door to the officers quarters is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Quarters Score: 84, Turns: 720 		
CF | > 		
CF | > SW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Quarters Score: 84, Turns: 721 		
CF | > 		
CF | > SE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Roger says, "hmmm maybe"
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Quarters Score: 84, Turns: 722 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Quarters Score: 84, Turns: 723 		
CF | > 		
CF | > NW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Quarters Score: 84, Turns: 724 		
CF | > 		
CF | > IN 		
CF | 		
CF | You'll have to be more precise, as there are multiple doors to choose 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open officers" 		
CF ] Quarters Score: 84, Turns: 725 		
CF | > 		
CF | > OPEN OFFICERS 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter guard" 		
CF ] Quarters Score: 84, Turns: 726 		
CF | > 		
CF | > ENTER GUARD 		
CF | 		
CF | [Puny error: 7] 		
CF | [Puny error: 5] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter guards room" 		
CF ] Quarters Score: 84, Turns: 727 		
CF | > 		
CF | > ENTER GUARDS ROOM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz says, "Huh..."
		MoyTravis asks, "Is "Puny error", like...a interpreter error?"
		MoyTravis says, "or"
Knight_Otu says (to ClubFloyd), "enter guard door" 		
CF ] Quarters Score: 84, Turns: 728 		
CF | > 		
CF | > ENTER GUARD DOOR 		
CF | 		
CF | [Puny error: 7] 		Pinkunz says, "Plural."
CF | [Puny error: 5] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter guards door" 		
CF ] Quarters Score: 84, Turns: 729 		
CF | > 		
CF | > ENTER GUARDS DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "awww crap"
		DavidW says, "punyInform"
		Pinkunz asks, "Not following. What is Puny?"
		Knight_Otu says, "Yeah, that must be a punyinform error."
		DavidW says, "it's alternate library"
		Knight_Otu says, "It's a lightweight IF programming language or library."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Quarters Score: 84, Turns: 730 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Quarters Score: 84, Turns: 731 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open guard door" 		
CF ] Quarters Score: 84, Turns: 732 		
CF | > 		
CF | > OPEN GUARD DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter it" 		
CF ] Quarters Score: 84, Turns: 733 		
CF | > 		
CF | > ENTER IT 		
CF | 		
CF | [Puny error: 7] 		
CF | [Puny error: 5] 		
CF | 		
CF | > 		Pinkunz asks, "So Floyd can't interpret it properly?"
		DavidW says, "need keys"
		DavidW says, "it's a minor bug"
		Knight_Otu says, "I mean, he clearly can. It may just be an in-game bug."
		Roger says, "yeah we can probably work around it"
		Pinkunz says, "Understood. Thank you."
		Knight_Otu says, "I'm mostly wondering which direction the guard room is."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby of the white house Score: 84, Turns: 734 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
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 ] Lobby of the white house Score: 84, Turns: 734 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in funnel" 		DavidW says, "maybe that's the prob"
CF ] Lobby of the white house Score: 84, Turns: 735 		
CF | > 		
CF | > PUT BALL IN FUNNEL 		
CF | 		
CF | You aim at the bucket, and try to give the cricket ball a nice 		
CF | trajectory, but it veers off and you miss the target. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 84, Turns: 736 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a cricket ball here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 84, Turns: 737 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 84, Turns: 738 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | > 		DavidW says, "there mightnot be assoc'd dir"
Knight_Otu says (to ClubFloyd), "put ball in funnel" 		
CF ] Lobby of the white house Score: 84, Turns: 739 		
CF | > 		
CF | > PUT BALL IN FUNNEL 		
CF | 		
CF | You aim at the bucket, and try to give the cricket ball a nice 		
CF | trajectory, but it veers off and you miss the target. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 84, Turns: 740 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a cricket ball here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 84, Turns: 741 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "stand on raiiling"
		Knight_Otu says, "Possibly, but since the other doors had directions, I susoected it would too."
		Knight_Otu says, "And yeah, the railing."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 84, Turns: 742 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | > 		Roger says, "okay, 'Heath Robinson contraption' is also a real-world thing"
Knight_Otu says (to ClubFloyd), "stand on railing" 		
CF ] Lobby of the white house Score: 84, Turns: 743 		
CF | > 		
CF | > STAND ON RAILING 		
CF | 		
CF | You step on the railing, carefully, and see that you can reach the 		
CF | U-shaped pipe from here. You get down safely. 		
CF | 		
CF | > 		MoyTravis says, "Iiiis it."
		MoyTravis says, "So it is."
Knight_Otu says (to ClubFloyd), "put ball in pipe from railing" 		
CF ] Lobby of the white house Score: 84, Turns: 744 		
CF | > 		
CF | > PUT BALL IN PIPE FROM RAILING 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in funnel from railing" 		
CF ] Lobby of the white house Score: 84, Turns: 745 		
CF | > 		
CF | > PUT BALL IN FUNNEL FROM RAILING 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "I see my optimisim about 'being near the end' was very misplaced"
Knight_Otu says (to ClubFloyd), "climb railing" 		
CF ] Lobby of the white house Score: 84, Turns: 746 		
CF | > 		
CF | > CLIMB RAILING 		
CF | 		
CF | You step on the railing, carefully, and see that you can reach the 		
CF | U-shaped pipe from here. You get down safely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb pipe" 		
CF ] Lobby of the white house Score: 84, Turns: 747 		
CF | > 		
CF | > CLIMB PIPE 		
CF | 		
CF | That doesn't seem to be something you can climb. 		
CF | 		
CF | > 		Pinkunz says, "So British Rube Goldberg I gather."
		DavidW says, "just put ball in funnel"
		Roger says, "yes exactly"
Knight_Otu says (to ClubFloyd), "put ball in funnel" 		
CF ] Lobby of the white house Score: 84, Turns: 748 		
CF | > 		
CF | > PUT BALL IN FUNNEL 		
CF | 		
CF | You aim at the bucket, and try to give the cricket ball a nice 		
CF | trajectory, but it veers off and you miss the target. 		
CF | 		
CF | > 		DavidW says, "damn it"
		Knight_Otu says, "We're not staying on the railing."
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 84, Turns: 749 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a cricket ball here. 		
CF | 		
CF | > 		DavidW says, "we dont need to throw it"
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 84, Turns: 750 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Pinkunz asks, "climb onto pipe?"
		Knight_Otu says, "The game seems to disagree."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 84, Turns: 751 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stay on railing" 		
CF ] Lobby of the white house Score: 84, Turns: 751 		
CF | > 		
CF | > STAY ON RAILING 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pipe" 		
CF ] Lobby of the white house Score: 84, Turns: 752 		
CF | > 		
CF | > X PIPE 		
CF | 		
CF | The U-shaped pipe is hanging horizontally from the ceiling, above the 		
CF | mezzanine. It is made of several segments; the extremity closest to 		
CF | the south wall is angled up, and the opening is wider, like a funnel, 		
CF | while the other side of the pipe runs above the mezzanine and stops 		
CF | right before the buckets. You can reach it from here by climbing the 		
CF | railing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x buckets" 		
CF ] Lobby of the white house Score: 84, Turns: 753 		
CF | > 		
CF | > X BUCKETS 		
CF | 		
CF | The rope-and-pulley mechanism doesn't look like it does anything but 		
CF | make the buckets go up and down. The bucket on the left looks like 		
CF | it's under the platform supporting the weight. It is currently down, 		
CF | while the bucket on the right is up, out of reach. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in right bucket" 		
CF ] Lobby of the white house Score: 84, Turns: 754 		
CF | > 		
CF | > PUT BALL IN RIGHT BUCKET 		
CF | 		
CF | You aim at the bucket, and try to give the cricket ball a nice 		
CF | trajectory, but it veers off and you miss the target. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 84, Turns: 755 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a cricket ball here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 84, Turns: 756 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in funnel" 		
CF ] Lobby of the white house Score: 84, Turns: 757 		
CF | > 		
CF | > PUT BALL IN FUNNEL 		
CF | 		
CF | You aim at the bucket, and try to give the cricket ball a nice 		
CF | trajectory, but it veers off and you miss the target. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 84, Turns: 758 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "try combo cmd"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 84, Turns: 759 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | > 		Roger asks, "we're not actually intending to aim at 'the bucket' though are we?"
Knight_Otu says (to ClubFloyd), "climb railing and put ball in funnel" 		
CF ] Lobby of the white house Score: 84, Turns: 761 		
CF | > 		
CF | > CLIMB RAILING AND PUT BALL IN FUNNEL 		
CF | 		
CF | You step on the railing, carefully, and see that you can reach the 		
CF | U-shaped pipe from here. You get down safely. 		
CF | 		
CF | You aim at the bucket, and try to give the cricket ball a nice 		
CF | trajectory, but it veers off and you miss the target. 		
CF | 		
CF | > 		DavidW says, "nertz"
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 84, Turns: 762 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a cricket ball here. 		
CF | 		
CF | > 		Roger says, "maybe we should put in tube, or some such"
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 84, Turns: 763 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in tube" 		
CF ] Lobby of the white house Score: 84, Turns: 764 		
CF | > 		
CF | > PUT BALL IN TUBE 		
CF | 		
CF | You put the cricket ball in the hole. It fits perfectly, as if the 		
CF | hole had been made for it. 		
CF | 		
CF | > 		DavidW says, "ah"
		Roger says, "uhh oh"
		Pinkunz says, "Pull lever."
		Roger exclaims, "oh yeah!"
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 84, Turns: 765 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and nothing happens. You close it again. 		
CF | 		
CF | > 		Pinkunz says, "Damn."
Knight_Otu says (to ClubFloyd), "push ball" 		
CF ] Lobby of the white house Score: 84, Turns: 766 		
CF | > 		
CF | > PUSH BALL 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		Roger says, "right track though"
		Roger says, "so we need a source of pressurized gas"
		DavidW says, "afk to get pain pill"
		Roger says, "ok DW"
		Roger says, "a balloon or scuba tank or something"
		Pinkunz says, "See you soon."
Knight_Otu says (to ClubFloyd), "x contraption" 		
CF ] Lobby of the white house Score: 84, Turns: 767 		
CF | > 		
CF | > X CONTRAPTION 		
CF | 		
CF | It all looks purposeful, but it's absolutely mystifying. The 		
CF | rope-and-pulley mechanism doesn't look like it does anything but make 		
CF | the buckets go up and down. The U-shaped pipe is hanging horizontally 		
CF | from the ceiling, above the mezzanine. It is made of several segments; 		
CF | the extremity closest to the south wall is angled up, and the opening 		
CF | is wider, like a funnel, while the other side of the pipe runs above 		
CF | the mezzanine and stops right before the buckets. The weight is 		
CF | precariously resting on a platform that's too small for it; should it 		
CF | fall, it would probably pull on the rope, that runs inside a pulley 		
CF | and towards a hole up high in the north wall. Simply baffling. 		
CF | 		
CF | > 		Pinkunz asks, "Is there a dive shop or a boat on the island, even a wrecked one?"
		Knight_Otu says, "We do have a pump."
Knight_Otu says (to ClubFloyd), "attach pump to contraption" 		
CF ] Lobby of the white house Score: 84, Turns: 768 		
CF | > 		
CF | > ATTACH PUMP TO CONTRAPTION 		
CF | 		
CF | You can't seem to plug the bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 84, Turns: 769 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "attach pump to contraption" 		
CF ] Lobby of the white house Score: 84, Turns: 770 		
CF | > 		
CF | > ATTACH PUMP TO CONTRAPTION 		
CF | 		
CF | The tube-like contraption is out of reach. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "attach pump to pipe" 		
CF ] Lobby of the white house Score: 84, Turns: 771 		
CF | > 		
CF | > ATTACH PUMP TO PIPE 		
CF | 		
CF | The tube-like contraption is out of reach. 		
CF | 		
CF | > 		
Roger says (to floyd), "attach pump to cannon" 		
CF ] Lobby of the white house Score: 84, Turns: 772 		
CF | > 		
CF | > ATTACH PUMP TO CANNON 		
CF | 		
CF | The tube-like contraption is out of reach. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put pump on railing" 		
CF ] Lobby of the white house Score: 84, Turns: 773 		
CF | > 		
CF | > PUT PUMP ON RAILING 		
CF | 		
CF | You put the bike pump on the mezzanine. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on railing" 		
CF ] Lobby of the white house Score: 84, Turns: 774 		
CF | > 		
CF | > STAND ON RAILING 		
CF | 		
CF | You step on the railing, carefully, and see that you can reach the 		
CF | U-shaped pipe from here. You get down safely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Lobby of the white house Score: 84, Turns: 775 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | On the mezzanine you can see a bike pump. 		
CF | 		
CF | > 		Roger says, "that's so weird"
Knight_Otu says (to ClubFloyd), "x statue" 		
CF ] Lobby of the white house Score: 84, Turns: 776 		
CF | > 		
CF | > X STATUE 		
CF | 		
CF | The chalk statue on top of the cylindrical base is that of a little 		
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small 		
CF | flute. You've seen this sculpture before, though you can't remember 		
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually 		
CF | not a bad sculpture; it is rather aesthetically pleasing, even though 		
CF | some details look a bit crude. Your best guess is that someone with an 		
CF | artistic inclination cut a slab of the cliffs and worked from a model, 		
CF | to pass time perhaps. The statue is looking towards the entrance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flute" 		
CF ] Lobby of the white house Score: 84, Turns: 777 		
CF | > 		
CF | > X FLUTE 		
CF | 		
CF | This is the stick the albatross dropped on you after you gave it the 		
CF | fish. It's a few inches long, and hollow, with a few holes on its 		
CF | side... Oddly enough, it looks like some sort of flute. 		
CF | 		
CF | > 		Roger says, "I guess we could try playing our crappy little flute"
Knight_Otu says (to ClubFloyd), "play flute" 		
CF ] Lobby of the white house Score: 84, Turns: 778 		
CF | > 		
CF | > PLAY FLUTE 		
CF | 		
CF | You blow in the small stick, which makes a high-pitched noise that you 		
CF | can barely hear. Nothing happens. Maybe the albatross cannot hear you 		
CF | from inside. 		
CF | 		
CF | > 		Pinkunz asks, "x flute on statue?"
Knight_Otu says (to ClubFloyd), "get pump" 		
CF ] Lobby of the white house Score: 84, Turns: 779 		
CF | > 		
CF | > GET PUMP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x statue's flute" 		
CF ] Lobby of the white house Score: 84, Turns: 780 		
CF | > 		
CF | > X STATUE'S FLUTE 		
CF | 		
CF | The chalk statue on top of the cylindrical base is that of a little 		
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small 		
CF | flute. You've seen this sculpture before, though you can't remember 		
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually 		
CF | not a bad sculpture; it is rather aesthetically pleasing, even though 		
CF | some details look a bit crude. Your best guess is that someone with an 		
CF | artistic inclination cut a slab of the cliffs and worked from a model, 		
CF | to pass time perhaps. The statue is looking towards the entrance. 		
CF | 		
CF | > 		DavidW says, "if the bird brings spam..."
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 84, Turns: 781 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put pump in hole" 		
CF ] Lobby of the white house Score: 86, Turns: 782 		
CF | > 		
CF | > PUT PUMP IN HOLE 		
CF | 		
CF | You plug the bike pump on the nozzle on the slanted tube; it fits 		
CF | perfectly. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		Knight_Otu says, "There it is."
Knight_Otu says (to ClubFloyd), "pump pump" 		
CF ] Lobby of the white house Score: 86, Turns: 783 		
CF | > 		
CF | > PUMP PUMP 		
CF | 		
CF | You pump air into the tube until the pressure is too great for you to 		
CF | keep going. 		
CF | 		
CF | > 		Pinkunz says, "Yay"
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 86, Turns: 784 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and quite a bit of air is expelled, making a loud 		
CF | noise for a fraction of a second. 		
CF | 		
CF | The cricket ball shoots into the air and flies upwards... and lands 		
CF | inside the funnel! 		
CF | 		
CF | You hear the ball travel through the pipe... but a screw must have 		
CF | been loose, as the pipe comes undone and the ball drops on the 		
CF | mezzanine. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 86, Turns: 785 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | On the mezzanine you can see a big screw and a cricket ball. 		
CF | 		
CF | > 		Pinkunz says, "The only thing worse than a Rube Goldberg device is a broken one."
Knight_Otu says (to ClubFloyd), "x screw" 		
CF ] Lobby of the white house Score: 86, Turns: 786 		
CF | > 		
CF | > X SCREW 		
CF | 		
CF | A rather large screw that was holding a section of the U-shaped pipe 		
CF | together. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Lobby of the white house Score: 86, Turns: 787 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "screw screw into pipe" 		
CF ] Lobby of the white house Score: 86, Turns: 788 		
CF | > 		
CF | > SCREW SCREW INTO PIPE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "screw screw" 		
CF ] Lobby of the white house Score: 86, Turns: 789 		
CF | > 		
CF | > SCREW SCREW 		
CF | 		
CF | You climb the banister so you can reach the pipe more easily. You line 		
CF | up the holes for the screw and screw as tight as you go. It should be 		
CF | good enough. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pump and ball" 		
CF ] Lobby of the white house Score: 86, Turns: 790 		
CF | > 		
CF | > GET PUMP AND BALL 		
CF | 		
CF | bike pump: The bike pump is out of reach. 		
CF | cricket ball: Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 86, Turns: 791 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in hole" 		
CF ] Lobby of the white house Score: 86, Turns: 792 		
CF | > 		
CF | > PUT BALL IN HOLE 		
CF | 		
CF | You put the cricket ball in the hole. It fits perfectly, as if the 		
CF | hole had been made for it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pump pump" 		
CF ] Lobby of the white house Score: 86, Turns: 793 		
CF | > 		
CF | > PUMP PUMP 		
CF | 		
CF | You pump air into the tube until the pressure is too great for you to 		
CF | keep going. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 86, Turns: 794 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and quite a bit of air is expelled, making a loud 		
CF | noise for a fraction of a second. 		
CF | 		
CF | The cricket ball shoots into the air and flies upwards... and lands 		
CF | inside the funnel! 		
CF | 		
CF | You hear the ball travel through the pipe... and it lands perfectly in 		
CF | the bucket on the right. 		
CF | 		
CF | You wait anxiously a couple of seconds, but the bucket doesn't go 		
CF | down. You wonder what could be the problem. 		
CF | 		
CF | > 		Roger says, "umm hrm"
		Knight_Otu sighs.
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 86, Turns: 795 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bucket" 		
CF ] Lobby of the white house Score: 86, Turns: 796 		
CF | > 		
CF | > X BUCKET 		
CF | 		
CF | The rope-and-pulley mechanism doesn't look like it does anything but 		
CF | make the buckets go up and down. The bucket on the left looks like 		
CF | it's under the platform supporting the weight. It is currently down, 		
CF | while the bucket on the right is up, out of reach. 		
CF | 		
CF | > 		DavidW says, "like a babelfish puz"
Knight_Otu says (to ClubFloyd), "x right bucket" 		
CF ] Lobby of the white house Score: 86, Turns: 797 		
CF | > 		
CF | > X RIGHT BUCKET 		
CF | 		
CF | The rope-and-pulley mechanism doesn't look like it does anything but 		
CF | make the buckets go up and down. The bucket on the left looks like 		
CF | it's under the platform supporting the weight. It is currently down, 		
CF | while the bucket on the right is up, out of reach. 		
CF | 		
CF | > 		Roger says, "oh let's see what's in left bucket"
Knight_Otu says (to ClubFloyd), "jump" 		
CF ] Lobby of the white house Score: 86, Turns: 798 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | You jump on the spot, fruitlessly. 		
CF | 		
CF | > 		Pinkunz says, "I was thinking hg as well."
Knight_Otu says (to ClubFloyd), "x left bucket" 		
CF ] Lobby of the white house Score: 86, Turns: 799 		
CF | > 		
CF | > X LEFT BUCKET 		
CF | 		
CF | The rope-and-pulley mechanism doesn't look like it does anything but 		
CF | make the buckets go up and down. The bucket on the left looks like 		
CF | it's under the platform supporting the weight. It is currently down, 		
CF | while the bucket on the right is up, out of reach. 		
CF | 		
CF | > 		
Roger says (to floyd), "look in left bucket" 		
CF ] Lobby of the white house Score: 86, Turns: 800 		
CF | > 		
CF | > LOOK IN LEFT BUCKET 		
CF | 		
CF | The buckets hanging from a rope are out of reach. 		
CF | 		
CF | > 		Roger says, "Oh"
Knight_Otu says (to ClubFloyd), "get left bucket" 		
CF ] Lobby of the white house Score: 86, Turns: 801 		
CF | > 		
CF | > GET LEFT BUCKET 		
CF | 		
CF | The buckets hanging from a rope are out of reach. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 86, Turns: 802 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		Roger says, "maybe we need to shoot more garbage, or maybe we can now successfully throw rock, or something"
Knight_Otu says (to ClubFloyd), "put rock in hole" 		
CF ] Lobby of the white house Score: 86, Turns: 803 		
CF | > 		
CF | > PUT ROCK IN HOLE 		
CF | 		
CF | That big rock won't fit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw rock at bucket" 		
CF ] Lobby of the white house Score: 86, Turns: 804 		
CF | > 		
CF | > THROW ROCK AT BUCKET 		
CF | 		
CF | Futile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Lobby of the white house Score: 86, Turns: 805 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a rusty shilling, a shiny shilling, a large rock, a 		
CF | rusty sixpence, a shiny sixpence, a backpack (which contains a 		
CF | flathead screwdriver, a pot (which is empty), a hand wood saw, a 		
CF | lighter, a pack of gum, some binoculars, a spare key for the pub, a 		
CF | torch (providing light), a metal bowl (which is empty) and a small 		
CF | stick) (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out bowl in hole" 		
CF ] Lobby of the white house Score: 86, Turns: 805 		
CF | > 		
CF | > OUT BOWL IN HOLE 		
CF | 		
CF | I only understood you as far as "out" but then you lost me. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put bowl in hole" 		
CF ] Lobby of the white house Score: 86, Turns: 806 		
CF | > 		
CF | > PUT BOWL IN HOLE 		
CF | 		
CF | (first taking the metal bowl) 		
CF | This doesn't seem a good fit for the tube's opening. 		
CF | 		
CF | > 		Roger asks, "hmmm maybe unscrew that screw?"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 86, Turns: 807 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew screw" 		
CF ] Lobby of the white house Score: 86, Turns: 807 		
CF | > 		
CF | > UNSCREW SCREW 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz asks, "Take the stick out of the bag and push the weight with it?"
Knight_Otu says (to ClubFloyd), "unscrew pipe" 		
CF ] Lobby of the white house Score: 86, Turns: 808 		
CF | > 		
CF | > UNSCREW PIPE 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 86, Turns: 809 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push weight with stick" 		
CF ] Lobby of the white house Score: 86, Turns: 810 		
CF | > 		
CF | > PUSH WEIGHT WITH STICK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz says, "Darn."
Knight_Otu says (to ClubFloyd), "push weight with flute" 		
CF ] Lobby of the white house Score: 86, Turns: 811 		
CF | > 		
CF | > PUSH WEIGHT WITH FLUTE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push weight" 		
CF ] Lobby of the white house Score: 86, Turns: 812 		
CF | > 		
CF | > PUSH WEIGHT 		
CF | 		
CF | The weight on a small platform is out of reach. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x platform" 		
CF ] Lobby of the white house Score: 86, Turns: 813 		
CF | > 		
CF | > X PLATFORM 		
CF | 		
CF | The platform supporting the weight is nothing but a couple of thin 		
CF | metal L-shaped brackets screwed in the wall. It looks like it wouldn't 		
CF | take much to knock the weight out of balance; should it fall, it would 		
CF | probably pull on the rope, that runs inside a pulley and towards a 		
CF | hole up high in the north wall. 		
CF | 		
CF | > 		DavidW says, "push with isnt valid syntax"
Knight_Otu says (to ClubFloyd), "unscrew platform" 		
CF ] Lobby of the white house Score: 86, Turns: 814 		
CF | > 		
CF | > UNSCREW PLATFORM 		
CF | 		
CF | The weight on a small platform is out of reach. 		
CF | 		
CF | > 		Pinkunz says, "Fair."
Roger says (to clubflo), "throw rock at weight" 		
Roger says (to flo), "throw rock at weight" 		
Roger says (to floyd), "throw rock at weight" 		
CF ] Lobby of the white house Score: 86, Turns: 815 		
CF | > 		
CF | > THROW ROCK AT WEIGHT 		
CF | 		
CF | Futile. 		
CF | 		
CF | > 		Roger says, "welp I dunno"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Lobby of the white house Score: 86, Turns: 816 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a metal bowl (which is empty), a rusty shilling, a 		
CF | shiny shilling, a large rock, a rusty sixpence, a shiny sixpence, a 		
CF | backpack (which contains a flathead screwdriver, a pot (which is 		
CF | empty), a hand wood saw, a lighter, a pack of gum, some binoculars, a 		
CF | spare key for the pub, a torch (providing light) and a small stick) 		
CF | (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		Pinkunz says, "At a loss as well."
Knight_Otu says (to ClubFloyd), "out rusty sixpence in hole" 		
CF ] Lobby of the white house Score: 86, Turns: 816 		
CF | > 		
CF | > OUT RUSTY SIXPENCE IN HOLE 		
CF | 		
CF | I only understood you as far as "out" but then you lost me. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put rusty sixpence in hole" 		
CF ] Lobby of the white house Score: 86, Turns: 817 		
CF | > 		
CF | > PUT RUSTY SIXPENCE IN HOLE 		
CF | 		
CF | This doesn't seem a good fit for the tube's opening. 		
CF | 		
CF | > 		DavidW says, "i've lost track of current impass."
		DavidW asks, "the ball shoots to where?"
		Roger says, "we successfully shot the cricket ball into the bucket and the (left) bucket went down, but not far enough to do anything"
		Knight_Otu says, "We managed to shoot the ball into the bucket, but the bucket doesn't lower."
		Pinkunz says, "Trying to make R. Goldberg device work. Ball is currently in one bucket. Pushing weight would cause bucket to move."
		DavidW says, "so need 2nd ball"
		Pinkunz says, "Appears so, sadly"
		Roger says, "quite possibly"
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 86, Turns: 818 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and nothing happens. You close it again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pump" 		
CF ] Lobby of the white house Score: 86, Turns: 819 		
CF | > 		
CF | > PUMP 		
CF | 		
CF | You pump air into the tube until the pressure is too great for you to 		
CF | keep going. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 86, Turns: 820 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and quite a bit of air is expelled, making a loud 		
CF | noise for a fraction of a second. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 86, Turns: 821 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		Pinkunz says, "I don't see anything else to do in the mansion for the time being."
		Knight_Otu says, "The thing is, I don't think we can leave."
		Roger says, "yeah it might be worth wandering around village to see what else electricity has unlocked"
		Roger says, "if we can"
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 86, Turns: 822 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Front door of the white house Score: 86, Turns: 823 		
CF | > 		
CF | > W 		
CF | 		
CF | You open the steel door and exit the white house. 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Field Score: 86, Turns: 824 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Field Score: 86, Turns: 825 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock it" 		
CF ] Field Score: 86, Turns: 826 		
CF | > 		
CF | > UNLOCK IT 		
CF | 		
CF | To unlock this door, you'll have to specify with which key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Field Score: 86, Turns: 827 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a metal bowl (which is empty), a rusty shilling, a 		
CF | shiny shilling, a large rock, a rusty sixpence, a shiny sixpence, a 		
CF | backpack (which contains a flathead screwdriver, a pot (which is 		
CF | empty), a hand wood saw, a lighter, a pack of gum, some binoculars, a 		
CF | spare key for the pub, a torch (providing light) and a small stick) 		
CF | (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Field Score: 86, Turns: 828 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door is locked and closed. 		
CF | 		
CF | > 		Roger says, "the shack may be the answer"
Knight_Otu says (to ClubFloyd), "x shack" 		
CF ] Field Score: 86, Turns: 829 		
CF | > 		
CF | > X SHACK 		
CF | 		
CF | A small shack, with only a chair and a little desk, is near the fence, 		
CF | right next to the door. This means there was a guard employed 		
CF | full-time to monitor access, and occasionally point to the sign that 		
CF | says "Authorised Personnel Only". But what could be in that white 		
CF | house that was so important to be closed off to the rest of the people 		
CF | in the island? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter shack" 		
CF ] Field Score: 86, Turns: 830 		
CF | > 		
CF | > ENTER SHACK 		
CF | 		
CF | You enter the small shack, hoping to find something useful, like a 		
CF | key, or a torch with its batteries still in it; but you find nothing 		
CF | useful. 		
CF | 		
CF | > 		Pinkunz asks, "climb onto shack? Same way out as in?"
Knight_Otu says (to ClubFloyd), "climb shack" 		
CF ] Field Score: 86, Turns: 831 		
CF | > 		
CF | > CLIMB SHACK 		
CF | 		
CF | You enter the small shack, hoping to find something useful, like a 		
CF | key, or a torch with its batteries still in it; but you find nothing 		
CF | useful. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Field Score: 86, Turns: 832 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Field Score: 86, Turns: 833 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Pinkunz says, "Meh..."
Knight_Otu says (to ClubFloyd), "unlock door with key" 		
CF ] Field Score: 86, Turns: 834 		
CF | > 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | (first taking the spare key for the pub) 		
CF | The spare key for the pub doesn't seem to fit the lock. 		
CF | 		
CF | > 		Pinkunz says, "*Generator timer runs out*"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 86, Turns: 835 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 86, Turns: 836 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type 5218 on keypad" 		
CF ] Lobby of the white house Score: 86, Turns: 837 		
CF | > 		
CF | > TYPE 5218 ON KEYPAD 		
CF | 		
CF | As soon as you pushed the last number, a door can be heard from the 		
CF | door. You hurry and grab the handle, and the door swings open. You 		
CF | enter the white mansion. 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		Roger says, "I guess while outside we could trying some fluting"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Front door of the white house Score: 86, Turns: 838 		
CF | > 		
CF | > W 		
CF | 		
CF | You open the steel door and exit the white house. 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Field Score: 86, Turns: 839 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "play flute" 		
CF ] Field Score: 86, Turns: 840 		
CF | > 		
CF | > PLAY FLUTE 		
CF | 		
CF | You blow in the small stick, which makes a high-pitched noise that you 		
CF | can barely hear. The albatross is here, and lands on the other side of 		
CF | the fence. It considers the gate in the fence, and takes flight, going 		
CF | high -- maybe to take a good look around. It finally swoops down, then 		
CF | comes back to you with a key in its beak. It drops it at your feet, 		
CF | then flies away quickly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Field Score: 86, Turns: 841 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | You can also see a guard key here. 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		Roger says, "haha what"
Knight_Otu says (to ClubFloyd), "get guard key" 		
CF ] Field Score: 86, Turns: 842 		
CF | > 		
CF | > GET GUARD KEY 		
CF | 		
CF | (putting the metal bowl into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with guard key" 		
CF ] Field Score: 86, Turns: 843 		
CF | > 		
CF | > UNLOCK DOOR WITH GUARD KEY 		
CF | 		
CF | You unlock the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Field Score: 86, Turns: 844 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Field Score: 86, Turns: 845 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Fenced area Score: 86, Turns: 846 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		Pinkunz asks, "Was that supposed to be intuitive?"
		Roger says, "it was quite the stretch"
		Knight_Otu says, "No, the flute is a one-time puzzle bypass."
		Roger says, "I guess the statue sort of clues it"
		Pinkunz asks, "So we can't use it again? The flute?"
		Knight_Otu says, "It provides us with an object appropriate to the local puzzle, and then stops working, yes."
		MoyTravis says, "Nope. Albatross gone once you use it."
		DavidW says, "oh, you used help. yes, one-use only"
		Roger says, "oh well if we want to restore a save, that's fine with me"
		Knight_Otu says, "But I think the guard key was a good use for the flute."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Field Score: 86, Turns: 847 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		Roger says, "I dunno we didn't try /very/ hard to find it"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 86, Turns: 848 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		Pinkunz says, "Let���s see if the power being on in the Village is useful first."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Field Score: 86, Turns: 849 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Fenced area Score: 86, Turns: 850 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Centre of the village Score: 86, Turns: 851 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Outside the pub Score: 86, Turns: 852 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		Pinkunz asks, "Also, would that key work on the guard door upstairs?"
		DavidW says, "the keypad required power"
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Pub Score: 86, Turns: 853 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x jukebox" 		
CF ] Pub Score: 86, Turns: 854 		
CF | > 		
CF | > X JUKEBOX 		
CF | 		
CF | This small jukebox is strategically placed in the middle of the room, 		
CF | against a wall. A list of twenty songs is displayed at the top of the 		
CF | cabinet; the buttons next to each of them glow invitingly. The main 		
CF | window in the middle of the cabinet emits a bright yellow light, and 		
CF | displays the plate and record-changing mechanism; a decal on the 		
CF | window identifies the machine as a BAL-AMi Junior. A note taped below 		
CF | the window, next to the coin slot, reads "One Song - 6p - 3 Songs - 		
CF | 1s". 		
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 ] Pub Score: 86, Turns: 854 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Pub Score: 86, Turns: 855 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a guard key, a spare key for the pub, a rusty 		
CF | shilling, a shiny shilling, a large rock, a rusty sixpence, a shiny 		
CF | sixpence, a backpack (which contains a metal bowl (which is empty), a 		
CF | flathead screwdriver, a pot (which is empty), a hand wood saw, a 		
CF | lighter, a pack of gum, some binoculars, a torch (providing light) and 		
CF | a small stick) (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put rusty shilling in jukebox" 		
CF ] Pub Score: 87, Turns: 856 		
CF | > 		
CF | > PUT RUSTY SHILLING IN JUKEBOX 		
CF | 		
CF | You insert your shilling in the slot and pick three songs at random: 		
CF | "You don't know", by Helen Shapiro, "Jambalaya (On The Bayou)", by 		
CF | Fats Domino, and "I love you", by Cliff Richard and The Shadows. You 		
CF | kind of forget where you are for the next five minutes; it feels good 		
CF | to lose yourself in the music for a bit. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Pinkunz says, "2 shillings and 3 sixpence is 9 songs."
		DavidW says, "why would plaing songs be helpful"
		Knight_Otu says, "Relaxation, apparently."
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Kitchen Score: 87, Turns: 857 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen at the back of the pub is small but functional. The 		
CF | countertop is bare, and a bit stained; pots and pans are stored on 		
CF | shelves below. There are a few appliances here, such as a fridge, a 		
CF | stovetop, and a deep fryer. The only way is out, back to the pub. 		
CF | 		
CF | You can see a fishing knife here. 		
CF | 		
CF | > 		MoyTravis says, "'s nice."
		DavidW says, "if we give it all coins, what then"
Knight_Otu says (to ClubFloyd), "get knife" 		
CF ] Kitchen Score: 87, Turns: 858 		
CF | > 		
CF | > GET KNIFE 		
CF | 		
CF | (putting the spare key for the pub into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fridge" 		
CF ] Kitchen Score: 87, Turns: 859 		
CF | > 		
CF | > X FRIDGE 		
CF | 		
CF | This tall, old fridge is empty, and was left open for years. It is 		
CF | plugged in, and makes a low hum as it tries to refrigerate more air, 		
CF | as it escapes out of the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close fridge" 		
CF ] Kitchen Score: 87, Turns: 860 		
CF | > 		
CF | > CLOSE FRIDGE 		
CF | 		
CF | You close the fridge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unplug fridge" 		
CF ] Kitchen Score: 88, Turns: 861 		
CF | > 		
CF | > UNPLUG FRIDGE 		
CF | 		
CF | You find the plug for the fridge at the back and unplug it. No need to 		
CF | run a old fridge for no reason when you need to conserve energy. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fryer" 		
CF ] Kitchen Score: 88, Turns: 862 		
CF | > 		
CF | > X FRYER 		
CF | 		
CF | You're guessing this deep fryer was installed because any British pub 		
CF | has to have fish and chips on the menu. Whatever cooking oil was used 		
CF | has completely congealed, and now forms a huge block of white fat in 		
CF | the deep fryer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stove" 		
CF ] Kitchen Score: 88, Turns: 863 		
CF | > 		
CF | > X STOVE 		
CF | 		
CF | The pub's electric stovetop has four big burners, controlled by knobs. 		
CF | They really could have used a more thorough cleaning; there is brown 		
CF | grease and red stains between the burners. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unplug it" 		
CF ] Kitchen Score: 88, Turns: 864 		
CF | > 		
CF | > UNPLUG IT 		
CF | 		
CF | You cannot untie this. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Pub Score: 88, Turns: 865 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x jukebox" 		
CF ] Pub Score: 88, Turns: 866 		
CF | > 		
CF | > X JUKEBOX 		
CF | 		
CF | This small jukebox is strategically placed in the middle of the room, 		
CF | against a wall. A list of twenty songs is displayed at the top of the 		
CF | cabinet; the buttons next to each of them glow invitingly. The main 		
CF | window in the middle of the cabinet emits a bright yellow light, and 		
CF | displays the plate and record-changing mechanism; a decal on the 		
CF | window identifies the machine as a BAL-AMi Junior. A note taped below 		
CF | the window, next to the coin slot, reads "One Song - 6p - 3 Songs - 		
CF | 1s". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Outside the pub Score: 88, Turns: 867 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Outside the storehouse Score: 88, Turns: 868 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Outside the storehouse 		
CF | You are near the edge of the cliff. There is a rope-and-pulley 		
CF | mechanism here, attached to a platform that is currently on the beach 		
CF | below; this was probably used for fishing. The building here, towards 		
CF | the west, is larger than most other ones in the village, and doesn't 		
CF | have any windows; it looks like the island's storehouse. Its door was 		
CF | left open, and you can see there still are a few things inside on its 		
CF | shelves. South is an overgrown garden, and southeast is the island's 		
CF | pub. You can also go east to a house by the cliffs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] House by the cliff Score: 88, Turns: 869 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | House by the cliff 		
CF | You are following a wide path along the northern cliff of the island; 		
CF | west is the island's storehouse, and east is a small shop, while going 		
CF | south, behind the house, leads to the island's pub. There is a small 		
CF | house here; the door is unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Small house by the northern cliffs Score: 88, Turns: 870 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Small house by the northern cliffs 		
CF | The light of the light bulb illuminates the inside of the small house. 		
CF | It's rather minimalist in there: there is a small sink, an empty 		
CF | pantry, a few lights and a few chairs. The only way is out. 		
CF | 		
CF | > 		Pinkunz says, "You don't know, 1962. Jambalaya, 1961. I love you, 1960."
Knight_Otu says (to ClubFloyd), "x lights" 		
CF ] Small house by the northern cliffs Score: 88, Turns: 871 		
CF | > 		
CF | > X LIGHTS 		
CF | 		
CF | The light is currently switched on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn them off" 		
CF ] Small house by the northern cliffs Score: 88, Turns: 872 		
CF | > 		
CF | > TURN THEM OFF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch lights" 		
CF ] Small house by the northern cliffs Score: 88, Turns: 873 		
CF | > 		
CF | > SWITCH LIGHTS 		
CF | 		
CF | That's already on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch off lights" 		
CF ] Small house by the northern cliffs Score: 89, Turns: 874 		
CF | > 		
CF | > SWITCH OFF LIGHTS 		
CF | 		
CF | You turn off the light; the sun's light is still enough for you to see 		
CF | inside, so might as well conserve energy. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] House by the cliff Score: 89, Turns: 875 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | House by the cliff 		
CF | You are following a wide path along the northern cliff of the island; 		
CF | west is the island's storehouse, and east is a small shop, while going 		
CF | south, behind the house, leads to the island's pub. There is a small 		
CF | house here; the door is unlocked. 		
CF | 		
CF | > 		Roger says, "how thoughtful of us"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Outside the storehouse Score: 89, Turns: 876 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the storehouse 		
CF | You are near the edge of the cliff. There is a rope-and-pulley 		
CF | mechanism here, attached to a platform that is currently on the beach 		
CF | below; this was probably used for fishing. The building here, towards 		
CF | the west, is larger than most other ones in the village, and doesn't 		
CF | have any windows; it looks like the island's storehouse. Its door was 		
CF | left open, and you can see there still are a few things inside on its 		
CF | shelves. South is an overgrown garden, and southeast is the island's 		
CF | pub. You can also go east to a house by the cliffs. 		
CF | 		
CF | > 		Pinkunz says, "Alot of attention to period specificity in every reference."
		Knight_Otu says, "Seems weird, but there we go."
		Roger says, "(I'm not sure if generators actually work like that)"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Storehouse - Front Score: 89, Turns: 877 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Storehouse - Front 		
CF | There are quite a few things left on the shelves; one seems to be for 		
CF | random tools and hardware, and another one, in the corner, is for food 		
CF | -- breakfast food, apparently. You can go west, around the shelves and 		
CF | further in the storehouse, or leave through the door at the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Storehouse - Back Score: 89, Turns: 878 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Storehouse - Back 		
CF | The light of your torch shows more shelves, with a few cans of food -- 		
CF | mostly fish and Spam -- and a couple of bottles of condiments here. 		
CF | Further in the storehouse, there seems to be a dark room, which you 		
CF | enter by going west through door frame; you can also go back out to 		
CF | the front of the storehouse, towards the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Canning workbench Score: 89, Turns: 879 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Canning workbench 		
CF | It took you a few minutes to realize what this room was used for, but 		
CF | you realize this was a canning workbench, which presumably was used to 		
CF | can fish, and maybe other things. There is a workbench in the middle 		
CF | of the room. A low sink is to the side of the room, next to a 		
CF | stovetop, on top of which is a pressure canner; the rest is empty 		
CF | counter space, and a few empty Kilner jars. The only way is out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Storehouse - Back Score: 89, Turns: 880 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Storehouse - Back 		
CF | The light of your torch shows more shelves, with a few cans of food -- 		
CF | mostly fish and Spam -- and a couple of bottles of condiments here. 		
CF | Further in the storehouse, there seems to be a dark room, which you 		
CF | enter by going west through door frame; you can also go back out to 		
CF | the front of the storehouse, towards the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Storehouse - Front Score: 89, Turns: 881 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Storehouse - Front 		
CF | There are quite a few things left on the shelves; one seems to be for 		
CF | random tools and hardware, and another one, in the corner, is for food 		
CF | -- breakfast food, apparently. You can go west, around the shelves and 		
CF | further in the storehouse, or leave through the door at the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Outside the storehouse Score: 89, Turns: 882 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the storehouse 		
CF | You are near the edge of the cliff. There is a rope-and-pulley 		
CF | mechanism here, attached to a platform that is currently on the beach 		
CF | below; this was probably used for fishing. The building here, towards 		
CF | the west, is larger than most other ones in the village, and doesn't 		
CF | have any windows; it looks like the island's storehouse. Its door was 		
CF | left open, and you can see there still are a few things inside on its 		
CF | shelves. South is an overgrown garden, and southeast is the island's 		
CF | pub. You can also go east to a house by the cliffs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Overgrown garden Score: 89, Turns: 883 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Overgrown garden 		
CF | This seems to have been, a long time ago, some sort of vegetable 		
CF | patch. About a dozen shallow trenches have been dug here; they are now 		
CF | covered in weeds and tall grass. You're guessing the people living 		
CF | here were trying to grow a few vegetables, to supplement a diet that 		
CF | mostly consisted of fish from the sea and canned food from the 		
CF | island's storehouse, which you can see to the north. You are behind 		
CF | the island's pub, which is east of you; there is also a house to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Small house behind the pub Score: 89, Turns: 884 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Inside the house Score: 89, Turns: 885 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | Surprisingly, the door hadn't been locked before the occupants of the 		
CF | house fled the island. You open the door and enter the house. 		
CF | 		
CF | Inside the pub landlord's house 		
CF | This is a very small house, more like a cottage really. The posters on 		
CF | the wall give a clue about who lived in that house: given that they're 		
CF | all Guinness or Watney's posters, and given the aprons hanging on the 		
CF | hooks by the door, you're quite sure this is the pub landlord's house. 		
CF | There is no kitchen, just a living room and a small bathroom, and 		
CF | there are few pieces of furniture: a bed, a table and four chairs. You 		
CF | also spot a safe by the foot of the bed. The only way here is out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Small house behind the pub Score: 89, Turns: 886 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Base of tower Score: 89, Turns: 887 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Base of tower 		
CF | A steel tower rises overhead, black against the sunny sky. This is an 		
CF | observation tower, facing southeast, towards a small island you can 		
CF | barely distinguish on the horizon. The metallic mast at the top of the 		
CF | tower means it doubles as a radio tower, though you don't know where 		
CF | the controls are. You can go back to the little house to the 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Top of the tower Score: 89, Turns: 888 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the ladder and reach the top of the tower. 		
CF | 		
CF | Top of the tower 		
CF | The platform at the top of the tower is rather small. A low barrier 		
CF | runs around the platform, giving a very wide field of vision. From 		
CF | here, about twenty feet off the ground, you can see the village very 		
CF | well, as well as the white house behind the fence. The view of the sea 		
CF | is incredible; you can see further away, including the small island 		
CF | towards the southeast. You can climb back down the ladder. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x village" 		
CF ] Top of the tower Score: 89, Turns: 889 		
CF | > 		
CF | > X VILLAGE 		
CF | 		
CF | Incredibly, there are a dozen buildings here, of various sizes and all 		
CF | fairly recent-looking, the tallest one being the radio tower at the 		
CF | southwest, and the most imposing one being the tall, white house 		
CF | looming in the distance, to the east. Building that kind of community 		
CF | ex nihilo must have been quite the undertaking. Who would build this 		
CF | in the middle of the ocean? And why? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x house" 		
CF ] Top of the tower Score: 89, Turns: 890 		
CF | > 		
CF | > X HOUSE 		
CF | 		
CF | Incredibly, there are a dozen buildings here, of various sizes and all 		
CF | fairly recent-looking, the tallest one being the radio tower at the 		
CF | southwest, and the most imposing one being the tall, white house 		
CF | looming in the distance, to the east. Building that kind of community 		
CF | ex nihilo must have been quite the undertaking. Who would build this 		
CF | in the middle of the ocean? And why? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Base of tower Score: 89, Turns: 891 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Base of tower 		
CF | A steel tower rises overhead, black against the sunny sky. This is an 		
CF | observation tower, facing southeast, towards a small island you can 		
CF | barely distinguish on the horizon. The metallic mast at the top of the 		
CF | tower means it doubles as a radio tower, though you don't know where 		
CF | the controls are. You can go back to the little house to the 		
CF | northeast. 		
CF | 		
CF | > 		Knight_Otu says, "Not sure there's much more to do in the village itself."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Small house behind the pub Score: 89, Turns: 892 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Small house behind the pub 		
CF | This is the last house of the village on this side of the island; it 		
CF | is rather small, compared to the other ones on the island, but looks 		
CF | exactly the same as the other buildings here. It is fairly close to 		
CF | the steel tower, which is southwest, and behind the pub, which is 		
CF | northeast. North is an overgrown garden, and east are a few more 		
CF | houses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Outside the pub Score: 89, Turns: 893 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Centre of the village Score: 89, Turns: 894 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Fenced area Score: 89, Turns: 895 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Field Score: 89, Turns: 896 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Front door of the white house Score: 89, Turns: 897 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type 5218" 		
CF ] Lobby of the white house Score: 89, Turns: 898 		
CF | > 		
CF | > TYPE 5218 		
CF | 		
CF | As soon as you pushed the last number, a door can be heard from the 		
CF | door. You hurry and grab the handle, and the door swings open. You 		
CF | enter the white mansion. 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		Pinkunz says, "Also, don't think there's a timer. Over 200 turns since we flipped it on."
		Knight_Otu says, "True. They're simply two last lousy points we'd have missed."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Cafeteria Score: 89, Turns: 899 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Cafeteria 		
CF | This is a rather small cafeteria, with four tables in total, and 		
CF | wooden benches on each side of the tables. The tables are long and 		
CF | wide, but you're guessing that no more than 20 people would fit here. 		
CF | The whole room feels deserted and only slightly lit. The door to the 		
CF | kitchen is closed. You can go back to the lobby, to the west. 		
CF | 		
CF | > 		Pinkunz asks, "My only suggestion is maybe the guard shack key will open both doors?"
Knight_Otu says (to ClubFloyd), "unlock door with pub key" 		
CF ] Cafeteria Score: 89, Turns: 900 		
CF | > 		
CF | > UNLOCK DOOR WITH PUB KEY 		
CF | 		
CF | (first taking the spare key for the pub) 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		Roger says, "it's a good thought"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby of the white house Score: 89, Turns: 901 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 89, Turns: 902 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Quarters Score: 89, Turns: 903 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock guard door with guard key" 		
CF ] Quarters Score: 89, Turns: 904 		
CF | > 		
CF | > UNLOCK GUARD DOOR WITH GUARD KEY 		
CF | 		
CF | (first taking the guard key) 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock officer door with guard key" 		
CF ] Quarters Score: 89, Turns: 905 		
CF | > 		
CF | > UNLOCK OFFICER DOOR WITH GUARD KEY 		
CF | 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		Pinkunz says, "Poop."
		Pinkunz asks, "Drawing a blank. Anyone else?"
		Knight_Otu says, "I'm feeling tapped out."
		DavidW asks, "what were officer names?"
Knight_Otu says (to ClubFloyd), "x officer door" 		
CF ] Quarters Score: 89, Turns: 906 		
CF | > 		
CF | > X OFFICER DOOR 		
CF | 		
CF | The door at the end of the hallway is locked, and says "OFFICERS 		
CF | ONLY". 		
CF | 		
CF | > 		Roger asks, "there was an implication that we needed the power on so we could radio for help -- did we ever run into a radio transmitter of any sort?"
Knight_Otu says (to ClubFloyd), "x white door" 		
CF ] Quarters Score: 89, Turns: 907 		
CF | > 		
CF | > X WHITE DOOR 		
CF | 		
CF | On this white door, the names are Mick Antrim and Marv Siegel. The 		
CF | door has a lock, but it wouldn't be very hard to pick; it's just a 		
CF | privacy lock, the kind you find in bathrooms more often than on 		
CF | bedrooms. Anyone could enter this room by using a flat tool to turn 		
CF | the lock. 		
CF | 		
CF | > 		Knight_Otu says, "We haven't."
		Pinkunz says, "Not that I recall. Only that the radio controls specifically were NOT at the tower."
		Knight_Otu says, "I suspect one behind either the officer door or the contraption door."
Roger says (to floyd), "unlock white door with screwdriver" 		
CF ] Quarters Score: 89, Turns: 908 		
CF | > 		
CF | > UNLOCK WHITE DOOR WITH SCREWDRIVER 		
CF | 		
CF | (first taking the flathead screwdriver) 		
CF | The white door is already unlocked. 		
CF | 		
CF | > 		DavidW says, "can we find books by antrim or siegel in library"
Roger says (to floyd), "open white door" 		
CF ] Quarters Score: 89, Turns: 909 		
CF | > 		
CF | > OPEN WHITE DOOR 		
CF | 		
CF | It's already open. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter white door" 		
CF ] White room Score: 89, Turns: 910 		
CF | > 		
CF | > ENTER WHITE DOOR 		
CF | 		
CF | 		
CF | White room 		
CF | The room is rather tidy, with both beds in the bunks made. There is a 		
CF | chest by the foot of the bed. You can go out by going north. 		
CF | 		
CF | > 		Pinkunz says, "Not a bad idea."
		Roger asks, "sorry have we already ransacked this joint?"
		Knight_Otu says, "Yeah, this is where the pump was."
		Roger says, "oh"
		DavidW says, "white has pump"
Roger says (to floyd), "out" 		
CF ] Quarters Score: 89, Turns: 911 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		
Roger says (to floyd), "unlock guard door with screwdriver" 		
CF ] Quarters Score: 89, Turns: 912 		
CF | > 		
CF | > UNLOCK GUARD DOOR WITH SCREWDRIVER 		
CF | 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		Pinkunz says, "Not super intuitive, but I'm guessing it has been done before if DW is suggesting it."
		Roger says, "yeah it's worth a shot"
Knight_Otu says (to ClubFloyd), "x yellow" 		
CF ] Quarters Score: 89, Turns: 913 		
CF | > 		
CF | > X YELLOW 		
CF | 		
CF | On this yellow door, the names are Dr Jerome Thorpe and "Doc" Walt 		
CF | Horvak. The door has a lock, but it wouldn't be very hard to pick; 		
CF | it's just a privacy lock, the kind you find in bathrooms more often 		
CF | than on bedrooms. Anyone could enter this room by using a flat tool to 		
CF | turn the lock. 		
CF | 		
CF | > 		DavidW says, "no, i'm wilddguessing"
		Pinkunz says, "lol"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby of the white house Score: 89, Turns: 914 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		DavidW says, "where would officers hide keys"
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 89, Turns: 915 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Library Score: 89, Turns: 916 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Library 		
CF | You were expecting that wonderful smell of paper, but instead it 		
CF | smells rather musty. Half a dozen shelves are packed with books of all 		
CF | shapes and sizes. The shelf closest to you reads "SCI-FI"; these books 		
CF | look well-loved, and their spines are crinkled and slightly faded. The 		
CF | lobby is back north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search books" 		
CF ] Library Score: 89, Turns: 917 		
CF | > 		
CF | > SEARCH BOOKS 		
CF | 		
CF | You pick a book at random: "Starship Troopers", by Robert Heinlein. 		
CF | The upper right corner is absolutely destroyed. You flip through it 		
CF | distractedly, then put it back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look up thorpe in books" 		
CF ] Library Score: 89, Turns: 918 		
CF | > 		
CF | > LOOK UP THORPE IN BOOKS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look up thorpe" 		
CF ] Library Score: 89, Turns: 919 		
CF | > 		
CF | > LOOK UP THORPE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search library" 		
CF ] Library Score: 89, Turns: 919 		
CF | > 		
CF | > SEARCH LIBRARY 		
CF | 		
CF | Sorry, I don't understand what "library" means. 		
CF | 		
CF | > 		DavidW says, "point is, can you x nonrandomly"
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Library Score: 89, Turns: 920 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x heinlein" 		
CF ] Library Score: 89, Turns: 920 		
CF | > 		
CF | > X HEINLEIN 		
CF | 		
CF | Sorry, I don't understand what "heinlein" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x thorpe" 		
CF ] Library Score: 89, Turns: 920 		
CF | > 		
CF | > X THORPE 		
CF | 		
CF | Sorry, I don't understand what "thorpe" means. 		
CF | 		
CF | > 		DavidW says, "did any of those papers suggest anything"
		Pinkunz says, "I feel like the jukebox can't be a red herring if it is that implemented and consumes non-renewable coins. I'm stuck on how, though."
		Roger says, "maybe if we keep feeding it it'll eventually do something good for us"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lobby of the white house Score: 89, Turns: 921 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 922 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing 		
CF | of a bald man with a large nose poking out of a wall. 		
CF | 		
CF | > 		Pinkunz says, "Also had a point associated with it and didn't seem to advance the game."
		DavidW says, "maybe fill juke with coinage and it gives a prexxie"
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 923 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Who currently has "Kensington Gardens", by 		
CF | Brian Moriarty? I was going to re-read it but I couldn't find it in 		
CF | the library. --Steve" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 924 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Help! I'm trapped on a secret island, kept by 		
CF | the British military to work on a deadly project!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 925 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Help! I'm trapped on a secret island, kept by 		
CF | the British military to work on a deadly project!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 926 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "WARNING: due to the incident that happened at 		
CF | the pub on the 9th of January, I'm imposing a curfew at 10pm for two 		
CF | weeks. Anyone who is still at the pub at that time will be found and 		
CF | disciplined. --Major Westwood." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 927 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "... well, some kind of math formula. An... 		
CF | integral sign? E to the x ? Equals f(un). You don't get it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 928 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Now I am become Death, the destroyer of 		
CF | worlds." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 929 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "WARNING: we remind you that civilians are not 		
CF | allowed behind the fence. Details of the project, such as schematics 		
CF | or scientific reports, are extremely valuable to the Crown -- and to 		
CF | its enemies. Do not give out the keypad code, and do not write it 		
CF | anywhere, out of precaution." 		
CF | 		
CF | > 		Roger says, "I wonder if that new table in the woodworker shop is a clue to search the pub tables"
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 930 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "NOTE: the shortages that have plagued us 		
CF | lately will be no more with the arrival of another boat in the next 		
CF | couple of weeks. In the meantime, I expect you strong British boys to 		
CF | put on a brave face. --Major Westwood." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 931 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing 		
CF | of a bald man with a large nose poking out of a wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 932 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Tristam Island. Come enjoy its natural 		
CF | beauty, its peace and quiet, its crater, its man-made desolation." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 933 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "NOTE: the shortages that have plagued us 		
CF | lately will be no more with the arrival of another boat in the next 		
CF | couple of weeks. In the meantime, I expect you strong British boys to 		
CF | put on a brave face. --Major Westwood." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 934 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Who currently has "Kensington Gardens", by 		
CF | Brian Moriarty? I was going to re-read it but I couldn't find it in 		
CF | the library. --Steve" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 935 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing 		
CF | of a bald man with a large nose poking out of a wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 936 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "WARNING: we remind you that civilians are not 		
CF | allowed behind the fence. Details of the project, such as schematics 		
CF | or scientific reports, are extremely valuable to the Crown -- and to 		
CF | its enemies. Do not give out the keypad code, and do not write it 		
CF | anywhere, out of precaution." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 89, Turns: 937 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "Mr Chad says: Wot, no sugar?", with a drawing 		
CF | of a bald man with a large nose poking out of a wall. 		
CF | 		
CF | > 		Knight_Otu says, "I think we've seen most notices by now,"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Front door of the white house Score: 89, Turns: 938 		
CF | > 		
CF | > W 		
CF | 		
CF | You open the steel door and exit the white house. 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Field Score: 89, Turns: 939 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Fenced area Score: 89, Turns: 940 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Centre of the village Score: 89, Turns: 941 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Outside the pub Score: 89, Turns: 942 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Pub Score: 89, Turns: 943 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tables" 		
CF ] Pub Score: 89, Turns: 944 		
CF | > 		
CF | > X TABLES 		
CF | 		
CF | There appears to be quite a few tables and chairs in the darkness. 		
CF | Given the number of buildings you've seen around here, this might have 		
CF | been enough to fit the whole village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on torch" 		
CF ] Pub Score: 89, Turns: 945 		
CF | > 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tables" 		
CF ] Pub Score: 89, Turns: 946 		
CF | > 		
CF | > X TABLES 		
CF | 		
CF | There appears to be quite a few tables and chairs in the darkness. 		
CF | Given the number of buildings you've seen around here, this might have 		
CF | been enough to fit the whole village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search them" 		
CF ] Pub Score: 89, Turns: 946 		
CF | > 		
CF | > SEARCH THEM 		
CF | 		
CF | Sorry, I don't understand what "them" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search tables" 		
CF ] Pub Score: 89, Turns: 947 		
CF | > 		
CF | > SEARCH TABLES 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under tables" 		
CF ] Pub Score: 89, Turns: 948 		
CF | > 		
CF | > LOOK UNDER TABLES 		
CF | 		
CF | You can't really look under that. 		
CF | 		
CF | > 		Pinkunz asks, "x notice board?"
		Roger asks, "did we interact with the beer?"
Knight_Otu says (to ClubFloyd), "x notice board" 		
CF ] Pub Score: 89, Turns: 949 		
CF | > 		
CF | > X NOTICE BOARD 		
CF | 		
CF | The notice board hung to the wall is made of cork, and has a single 		
CF | sheet pinned to it. The title typed at the top reads "COMMUNITY GARDEN 		
CF | SHIFTS", and the rows below are for the month of February: Thursday 		
CF | the 1st, Friday the 2nd, Saturday the 3rd, etc. One or two people have 		
CF | signed up every day, until February 18th, at which point only one 		
CF | person signed up, then nobody else for the rest of the month. Strange. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Pub Score: 89, Turns: 950 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pint" 		
CF ] Pub Score: 89, Turns: 951 		
CF | > 		
CF | > X PINT 		
CF | 		
CF | A single pint is on a table, empty and forgotten. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Pub Score: 89, Turns: 952 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | It is made of breakable glass and cannot contain that much; you'd 		
CF | rather not bother. 		
CF | 		
CF | > 		
Roger says (to floyd), "look in pint" 		
CF ] Pub Score: 89, Turns: 953 		
CF | > 		
CF | > LOOK IN PINT 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Roger says (to floyd), "look under pint" 		
CF ] Pub Score: 89, Turns: 954 		
CF | > 		
CF | > LOOK UNDER PINT 		
CF | 		
CF | You can't really look under that. 		
CF | 		
CF | > 		Roger says, "okay fine game"
		Pinkunz asks, "Wanna blow our wad at the jukebox out of desperation?"
Knight_Otu says (to ClubFloyd), "put shilling in jukebox" 		
CF ] Pub Score: 90, Turns: 955 		
CF | > 		
CF | > PUT SHILLING IN JUKEBOX 		
CF | 		
CF | You insert your shilling in the slot and pick three songs at random: 		
CF | "Jambalaya (On The Bayou)", by Fats Domino, "Apache", by The Shadows, 		
CF | and "Does Your Chewing Gum Lose Its Flavor", by Lonnie Donegan. You 		
CF | kind of forget where you are for the next five minutes; it feels good 		
CF | to lose yourself in the music for a bit. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		DavidW says, "it's pinting for the fjords"
		Roger says, "heh"
		Pinkunz says, "It gave us another point."
Knight_Otu says (to ClubFloyd), "put rusty in jukebox" 		
CF ] Pub Score: 91, Turns: 956 		
CF | > 		
CF | > PUT RUSTY IN JUKEBOX 		
CF | 		
CF | You insert a sixpence in the coin slot and look at the song list. You 		
CF | pick "Little Sister", by Elvis Presley, and start dancing until it's 		
CF | over. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Roger says, "is someone feverishly looking up the release dates for these songs"
Knight_Otu says (to ClubFloyd), "put shiny in jukebox" 		
CF ] Pub Score: 92, Turns: 957 		
CF | > 		
CF | > PUT SHINY IN JUKEBOX 		
CF | 		
CF | You insert a sixpence in the coin slot and look at the song list. You 		
CF | pick "The Young Ones", by Cliff Richard and The Shadows, and sway your 		
CF | hips back and forth until it's over. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Pinkunz says, "I did it last time."
		Roger says, "okay just 150 more to go"
Knight_Otu says (to ClubFloyd), "put dirty in jukebox" 		
CF ] Pub Score: 93, Turns: 958 		
CF | > 		
CF | > PUT DIRTY IN JUKEBOX 		
CF | 		
CF | You insert a sixpence in the coin slot and look at the song list. You 		
CF | pick "I've Told Every Little Star", by Linda Scott, and listen to it 		
CF | until it's over. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Pub Score: 93, Turns: 959 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a flathead screwdriver, a guard key, a large rock, a 		
CF | backpack (which contains a spare key for the pub, a fishing knife, a 		
CF | metal bowl (which is empty), a pot (which is empty), a hand wood saw, 		
CF | a lighter, a pack of gum, some binoculars, a torch (providing light) 		
CF | and a small stick) (worn) and a damaged sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put damaged in jukebox" 		
CF ] Pub Score: 94, Turns: 960 		
CF | > 		
CF | > PUT DAMAGED IN JUKEBOX 		
CF | 		
CF | You insert a sixpence in the coin slot and look at the song list. You 		
CF | pick "The Young Ones", by Cliff Richard and The Shadows, and start 		
CF | dancing until it's over. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "turn off torch" 		
CF ] Darkness Score: 94, Turns: 961 		
CF | > 		
CF | > TURN OFF TORCH 		
CF | 		
CF | You turn off the torch so as to preserve the battery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "score" 		
CF ] Darkness Score: 94, Turns: 961 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 94 out of a possible 150, in 961 turns, thus 		
CF | giving you the rank of: Robinson Crusoe. 		
CF | 		
CF | > 		Pinkunz asks, "So... Maybe we don't have all the coins yet?"
		Knight_Otu asks, "Maybe?"
		Pinkunz asks, "Also wondering if the "pub incident" is pertinent?"
		DavidW says, "i dont understand why the jukebox is played straight"
Roger says (to floyd), "hit jukebox" 		
CF ] Darkness Score: 94, Turns: 961 		
CF | > 		
CF | > HIT JUKEBOX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says (to Pinkunz), "One might think so, but it may be just color."
Roger says (to floyd), "turn on torch" 		
CF ] Pub Score: 94, Turns: 962 		
CF | > 		
CF | > TURN ON TORCH 		
CF | 		
CF | You turn the torch on. 		
CF | 		
CF | Pub 		
CF | The pub is rather large, with a dozen different tables, and plenty of 		
CF | chairs; a solitary pint is on a table. The bar is opposite of the 		
CF | door; the shelves behind it appear empty, as if all the alcohol had 		
CF | been taken. The door frame behind the bar leads further in, into the 		
CF | pub's kitchen. On one wall are hung a map, and a notice board with a 		
CF | signup sheet; there is a vintage-looking jukebox on the opposite wall. 		
CF | 		
CF | > 		
Roger says (to floyd), "hit jukebox" 		
CF ] Pub Score: 94, Turns: 963 		
CF | > 		
CF | > HIT JUKEBOX 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
Roger says (to floyd), "open jukebox" 		
CF ] Pub Score: 94, Turns: 964 		
CF | > 		
CF | > OPEN JUKEBOX 		
CF | 		
CF | It's already open. 		
CF | 		
CF | > 		
Roger says (to floyd), "look in jukebox" 		
CF ] Pub Score: 94, Turns: 965 		
CF | > 		
CF | > LOOK IN JUKEBOX 		
CF | 		
CF | The jukebox is empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew jukebox" 		
CF ] Pub Score: 94, Turns: 966 		
CF | > 		
CF | > UNSCREW JUKEBOX 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter jukebox" 		
CF ] Pub Score: 94, Turns: 967 		
CF | > 		
CF | > ENTER JUKEBOX 		
CF | 		
CF | That doesn't seem to be something you can enter. 		
CF | 		
CF | > 		
Roger says (to floyd), "close jukebox" 		
CF ] Pub Score: 94, Turns: 968 		
CF | > 		
CF | > CLOSE JUKEBOX 		
CF | 		
CF | You close the jukebox. 		
CF | 		
CF | > 		Roger says, "I don't know what to make of that"
		Knight_Otu says, "I suspect it may be an effect of the jukebox accepting "PUT X INTO"."
		Knight_Otu says, "As in, it was coded as a basic container."
		Pinkunz says, "If that is so, I wonder if we can get the coins back."
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Outside the pub Score: 94, Turns: 969 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Overgrown garden Score: 94, Turns: 970 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Overgrown garden 		
CF | This seems to have been, a long time ago, some sort of vegetable 		
CF | patch. About a dozen shallow trenches have been dug here; they are now 		
CF | covered in weeds and tall grass. You're guessing the people living 		
CF | here were trying to grow a few vegetables, to supplement a diet that 		
CF | mostly consisted of fish from the sea and canned food from the 		
CF | island's storehouse, which you can see to the north. You are behind 		
CF | the island's pub, which is east of you; there is also a house to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search patch" 		
CF ] Overgrown garden Score: 94, Turns: 971 		
CF | > 		
CF | > SEARCH PATCH 		
CF | 		
CF | You take a look at the trenches, hoping to find something interesting, 		
CF | but there doesn't seem to be anything else. 		
CF | 		
CF | > 		Knight_Otu says, "This is where we found the shiny sixpence."
		Pinkunz says, "I'm feeling sapped."
		Roger says (to KO), "yeah that makes sense"
		Roger says, "yeah I would not be adverse to calling it for today"
		Knight_Otu says, "I do have to take a bit of a break, at least. We can also stop for the day."
		DavidW says, "i have no ideas"
		Pinkunz asks, "Unless anyone has any ideas?"
		Knight_Otu says, "Not really."
		Pinkunz says, "The straws are out of reach."
		DavidW says, "what did turning statue do"
		Knight_Otu says, "I think only give points."
		Pinkunz says, "No idea. Then again, we didn't screw with the lever and pipe until we turned it, so it could have been blocking something."
		DavidW asks, "but -?"
		DavidW asks, "so statue could locvk/unlock mech?"
		Pinkunz says, "Possibly."
		DavidW says, "so maybe statue turning helps us get ball for 2nd use"
		Pinkunz says, "Seems like leaving the mansion was just avoiding the actual problem."
		Pinkunz says, "We need the coffee from Cragne Manor, lol."
		DavidW asks, "are we done?"
		Pinkunz says, "Anyway, I'm good tabling until next week."
		DavidW says, "someone save posn with unique name"
		Roger says, "oh, there's an existing walkthrough. Maybe I'll just spoil myself."
		MoyTravis says, "Well, thanks for driving."
		Pinkunz says, "Agreed."
		Pinkunz says, "Also, thanks for making me feel welcome, all of you."
		DavidW says, "thanks all for everything"
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
DavidW says (to ClubFloyd), "cftristam3" 		
CF ] Overgrown garden Score: 94, Turns: 971 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Pinkunz says, "Goodnight, folks."
		DavidW says, "goodnight"
		Roger says, "(peeking at the walkthrough: I think we've put the game into an unwinnable state.)"
		MoyTravis says, "oh nooooo"
		MoyTravis says, "I guess it really is throwback-y."
		Knight_Otu says, "Unwinnable? Damnit."
		Roger says, "or at least this walkthrough doesn't give me any ideas of how to recover from where we are now."
		Knight_Otu asks, "Is it the ball in the bucket?"
		Roger says, "I am reluctant to say too much"
		Knight_Otu says, "I mean, we apparently can't undo, so we'd have to restore to a apoint before making things unwinnable."
		Roger says, "sometime around cf11 when we first turned on the generator would be sufficient, I think"
		Knight_Otu says, "Whew."
		Knight_Otu says, "But thanks, got it."
		Knight_Otu says, "Thanks for your help today. Stay save, and good night."
		
*** SESSION 4 *** 		
		Knight_Otu says, "Yeah, you said to restore to when we started the generator, which seems to be cf9 from my reading."
		Knight_Otu asks, "I also noted down something about cf11, which I think is also something you said?"
		says, "I would suggest trying cf11 first and if that's too late we can go back to cf9"
		Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Overgrown garden Score: 94, Turns: 972 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Overgrown garden 		
CF | This seems to have been, a long time ago, some sort of vegetable 		
CF | patch. About a dozen shallow trenches have been dug here; they are now 		
CF | covered in weeds and tall grass. You're guessing the people living 		
CF | here were trying to grow a few vegetables, to supplement a diet that 		
CF | mostly consisted of fish from the sea and canned food from the 		
CF | island's storehouse, which you can see to the north. You are behind 		
CF | the island's pub, which is east of you; there is also a house to the 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Knight_Otu says (to ClubFloyd), "cf11" 		
CF ] Lobby of the white house Score: 79, Turns: 673 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Lobby of the white house Score: 79, Turns: 674 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a science-fiction book, a rusty shilling, a pot (which 		
CF | is empty), a shiny shilling, a large rock, a rusty sixpence, a shiny 		
CF | sixpence, a backpack (which contains a flathead screwdriver, a hand 		
CF | wood saw, a lighter, a pack of gum, some binoculars, a spare key for 		
CF | the pub, a torch (providing light), a metal bowl (which is empty) and 		
CF | a small stick) (worn), a damaged sixpence and a dirty sixpence. 		
CF | 		
CF | > 		Roger says, "basically we can go as far as getting to the bucket-pulley-cannon puzzle, but let's not interact with it until we take a deep breath"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 79, Turns: 675 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 79, Turns: 676 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x statue" 		
CF ] Lobby of the white house Score: 79, Turns: 677 		
CF | > 		
CF | > X STATUE 		
CF | 		
CF | The chalk statue on top of the cylindrical base is that of a little 		
CF | boy wearing a tunic, in a dynamic position, blowing in a sort of small 		
CF | flute. You've seen this sculpture before, though you can't remember 		
CF | where. Is this child the Pied Piper? Peter Pan? Anyway, it's actually 		
CF | not a bad sculpture; it is rather aesthetically pleasing, even though 		
CF | some details look a bit crude. Your best guess is that someone with an 		
CF | artistic inclination cut a slab of the cliffs and worked from a model, 		
CF | to pass time perhaps. The statue is looking towards the entrance. 		
CF | 		
CF | > 		Knight_Otu says, "The statue is rotated in this save, if that's relevant."
		DavidW says, "I do think we should try to understand what rotating the statue does"
		Roger says, "oh actually there's another thing we should do prior to getting inside the house or fence"
		Roger says, "if we can make our way to that little garden field, if I correctly recall"
		says, "I guess then we should restore to cf9."
		Roger says, "ah ok"
		Knight_Otu says, "I'm assuming you mean the garden behind the pub, at least."
		Roger says, "yeah I think so"
Knight_Otu says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Knight_Otu says (to ClubFloyd), "cf9" 		
CF ] Power generators of the island Score: 66, Turns: 648 		
CF | > RESTOREOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Centre of the village Score: 66, Turns: 649 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Fenced area Score: 66, Turns: 650 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Fenced area 		
CF | You are standing by an open field, behind a fence, west of a white 		
CF | mansion with a closed front door. The fence is tall, and there is 		
CF | barbed wire at the top; the door here allowed people to go in and out, 		
CF | but the guardhouse shows it was closely monitored. A sign by the 		
CF | guardhouse right behind the fence reads "Authorised Personnel Only". 		
CF | You can follow the fence by going north or southeast, or go to the 		
CF | centre of the village by going west; a dirt path to the southwest 		
CF | leads to a few houses near the edge of the village. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Centre of the village Score: 66, Turns: 651 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Outside the pub Score: 66, Turns: 652 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Overgrown garden Score: 66, Turns: 653 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Overgrown garden 		
CF | This seems to have been, a long time ago, some sort of vegetable 		
CF | patch. About a dozen shallow trenches have been dug here; they are now 		
CF | covered in weeds and tall grass. You're guessing the people living 		
CF | here were trying to grow a few vegetables, to supplement a diet that 		
CF | mostly consisted of fish from the sea and canned food from the 		
CF | island's storehouse, which you can see to the north. You are behind 		
CF | the island's pub, which is east of you; there is also a house to the 		
CF | south. 		
CF | 		
CF | > 		Roger says, "okay let's see..."
Roger says (to floyd), "x trenches" 		
CF ] Overgrown garden Score: 66, Turns: 654 		
CF | > 		
CF | > X TRENCHES 		
CF | 		
CF | The trenches that were dug by the inhabitants of the island have been 		
CF | invaded by weeds and grass; the outline of the vegetable patch is only 		
CF | vaguely discernible under the thick vegetation. 		
CF | 		
CF | > 		
Roger says (to floyd), "x weeds" 		
CF ] Overgrown garden Score: 66, Turns: 655 		
CF | > 		
CF | > X WEEDS 		
CF | 		
CF | The trenches that were dug by the inhabitants of the island have been 		
CF | invaded by weeds and grass; the outline of the vegetable patch is only 		
CF | vaguely discernible under the thick vegetation. 		
CF | 		
CF | > 		
Roger says (to floyd), "search weeds" 		
CF ] Overgrown garden Score: 66, Turns: 656 		
CF | > 		
CF | > SEARCH WEEDS 		
CF | 		
CF | You take a look at the trenches, hoping to find something interesting, 		
CF | but there doesn't seem to be anything else. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Overgrown garden Score: 66, Turns: 657 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Overgrown garden 		
CF | This seems to have been, a long time ago, some sort of vegetable 		
CF | patch. About a dozen shallow trenches have been dug here; they are now 		
CF | covered in weeds and tall grass. You're guessing the people living 		
CF | here were trying to grow a few vegetables, to supplement a diet that 		
CF | mostly consisted of fish from the sea and canned food from the 		
CF | island's storehouse, which you can see to the north. You are behind 		
CF | the island's pub, which is east of you; there is also a house to the 		
CF | south. 		
CF | 		
CF | > 		Knight_Otu asks, "There was a coin here. I think the shiny sixpence?"
		Roger says, "okay good"
Roger says (to floyd), "e" 		
CF ] Outside the pub Score: 66, Turns: 658 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the pub 		
CF | The building in front of you has a sign displaying "SHIP AND ANCHOR" 		
CF | -- a great name for a pub on this island, really. From the outside, it 		
CF | doesn't really look like your classic English pub: no thatched roof 		
CF | here, just the same greenish corrugated tin roof you see everywhere on 		
CF | this island. But the building doesn't look in bad shape. Behind it, to 		
CF | the west, is a small garden; paths lead northwest and southwest to 		
CF | other buildings, or east towards the town centre. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF ] Centre of the village Score: 66, Turns: 659 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Centre of the village 		
CF | This area looks like the centre of the village, with paths going many 		
CF | directions from the small fountain in the middle. Some buildings are 		
CF | north, close to the edge of the cliff, and south, near a path that 		
CF | runs along the edge of the plateau, overlooking the forest. You can 		
CF | also go east to an imposing fence around the white house, or west to 		
CF | the island's pub. Finally, you spot some diesel generators to the 		
CF | northeast, close to the fence. 		
CF | 		
CF | > 		
Roger says (to floyd), "ne" 		
CF ] Power generators of the island Score: 66, Turns: 660 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | Power generators of the island 		
CF | A dirt path leads to an small area off to the side, behind some shrubs 		
CF | and close to the fence closing off the white house. Here, three green 		
CF | machines stand tall; it looks like they used to be the island's main 		
CF | power source. You have filled the central tank with cooking oil -- 		
CF | call it biodiesel -- and now the generators are running and making a 		
CF | loud noise that indicates the power is on. You're hoping the 		
CF | generators will last until you find a way to call for help. To the 		
CF | north, near the cliffs, is the island's woodshop; you can follow the 		
CF | fence towards the main door to the south, or go to the centre of the 		
CF | village, southwest of you. 		
CF | 		
CF | > 		
Roger says (to floyd), "x shrubs" 		
CF ] Power generators of the island Score: 66, Turns: 661 		
CF | > 		
CF | > X SHRUBS 		
CF | 		
CF | Around the generators, and close to the fence, there are a few bushes 		
CF | and shrubs. They are quite dense, and you can't really see at a first 		
CF | glance if there is anything hiding under or behind them. You might 		
CF | have to take a closer look. 		
CF | 		
CF | > 		
Roger says (to floyd), "search shrubs" 		
CF ] Power generators of the island Score: 66, Turns: 662 		
CF | > 		
CF | > SEARCH SHRUBS 		
CF | 		
CF | You decide to go take a closer look at the bushes and search them. 		
CF | They are quite dense, and rather prickly, so you proceed with caution; 		
CF | but eventually, you manage to spot a hole in the fence, near the 		
CF | ground. 		
CF | 		
CF | > 		
Roger says (to floyd), "x hole" 		
CF ] Power generators of the island Score: 66, Turns: 663 		
CF | > 		
CF | > X HOLE 		
CF | 		
CF | There is a hole in the fence here, near the ground and big enough for 		
CF | someone to crawl through. You doubt the hole was made by an animal; 		
CF | someone probably made the hole so they could enter the white house 		
CF | without being seen. Interesting! 		
CF | 		
CF | > 		
Roger says (to floyd), "enter hole" 		
CF ] Field Score: 71, Turns: 664 		
CF | > 		
CF | > ENTER HOLE 		
CF | 		
CF | The hole is very close to the dense bushes, and going through them 		
CF | isn't easy. You cut your hands on the prickly branches, and even your 		
CF | temple when you try to crouch in the bush. In the end, the best way is 		
CF | to crawl backwards into the bushes, and fumble while trying to find 		
CF | the hole in the fence: at least your shoes clear the way, and you 		
CF | don't get pricked as much. It's quite the ordeal, and you still manage 		
CF | to get cut a couple more times, but you finally manage to get to the 		
CF | other side, and into the fenced area. 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Roger says (to floyd), "x grass" 		
CF ] Field Score: 71, Turns: 665 		
CF | > 		
CF | > X GRASS 		
CF | 		
CF | This is a big field, about half the size of a football field; whoever 		
CF | built the fence obviously didn't want people to get anywhere close to 		
CF | the white house. Tall, green grass has grown everywhere here, after 		
CF | years without any human presence. 		
CF | 		
CF | > 		MoyTravis asks, "Well. Okay. And missing this can lock you into an unwinnable state?"
Roger says (to floyd), "search grass" 		
CF ] Field Score: 76, Turns: 666 		
CF | > 		
CF | > SEARCH GRASS 		
CF | 		
CF | You start walking through the grass while looking down carefully; 		
CF | maybe something useful was dropped here, years ago. You drag your feet 		
CF | on purpose, hoping to stumble upon something. This takes a long time, 		
CF | but you'd rather be thorough; and after ten minutes, you find a 		
CF | shilling, which only strengthens your resolve to walk the rest of the 		
CF | field. A few minutes later, your shoe hits a small, hard object. You 		
CF | get down on your knees and search the grass, and you end up finding a 		
CF | small key!(putting the pot into the backpack to make room) 		
CF | You finish walking the field, but you don't find anything else. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Roger says, "no, this is just some gravy so we don't need to use the flute"
		Knight_Otu says, "I should really search the scenery more thoroughly."
		Roger exclaims, "apparently!"
		Roger says, "okay now onto the breaking bit"
Roger says (to floyd), "i" 		
CF ] Field Score: 76, Turns: 667 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a guard key, a dirty shilling, a science-fiction book, 		
CF | a rusty shilling, a shiny shilling, a large rock, a rusty sixpence, a 		
CF | shiny sixpence, a backpack (which contains a pot (which is empty), a 		
CF | flathead screwdriver, a hand wood saw, a lighter, a pack of gum, some 		
CF | binoculars, a spare key for the pub, a torch (providing light), a 		
CF | metal bowl (which is empty) and a small stick) (worn), a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		DavidW says, "grass = key"
		Roger says, "right, the guard key"
		Knight_Otu says, "The guard key we wished for."
Roger says (to floyd), "l" 		
CF ] Field Score: 76, Turns: 668 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Field 		
CF | You are inside the fence, in a wide open field that's overgrown with 		
CF | rather tall grass. In the middle, the grass hasn't grown as much, 		
CF | suggesting there used to be a dirt path leading from the gate in the 		
CF | fence and the guard's shack, which are west of you, to the front porch 		
CF | of the white house, which looms east of you. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF ] Front door of the white house Score: 76, Turns: 669 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Front door of the white house 		
CF | Two wide steps lead to a small porch, which makes the front door of 		
CF | the white house look even more imposing. This is a tall double door, 		
CF | and it's made of metal, whereas the house itself is made of wooden 		
CF | boards painted in white. Clearly, this is the entrance of a very 		
CF | private building; the rusty keypad to the right makes it clear that 		
CF | only those who know the secret code can enter. You can go back to the 		
CF | field by going west. 		
CF | 		
CF | > 		Knight_Otu says, "5218"
Roger says (to floyd), "type 5218" 		
CF ] Lobby of the white house Score: 81, Turns: 670 		
CF | > 		
CF | > TYPE 5218 		
CF | 		
CF | As soon as you pushed the last number, a door can be heard from the 		
CF | door. You hurry and grab the handle, and the door swings open. You 		
CF | enter the white mansion. 		
CF | 		
CF | At last, you enter the white mansion, inside of which is something so 		
CF | important that it needed to be protected by a fence, a guard, and a 		
CF | keypad. There were two kinds of people on this island: the ones in the 		
CF | village, who fished and canned and mended and kept the island running, 		
CF | and weren't allowed to enter the fence; and the people who were, who 		
CF | knew the combination of the keypad and could enter the white house. 		
CF | You feel like whatever was going on inside was the whole purpose of 		
CF | occupying the island; at this point, it's not just about finding a 		
CF | working radio anymore, it's also about discovering the secrets of the 		
CF | white house, and finding out why everyone left. 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Knight_Otu says, "If youneed the code."
		Roger says, "(thanks)"
		Roger says, "okay, the important bit:"
Roger says (to floyd), "x buckets" 		
CF ] Lobby of the white house Score: 81, Turns: 671 		
CF | > 		
CF | > X BUCKETS 		
CF | 		
CF | The rope-and-pulley mechanism doesn't look like it does anything but 		
CF | make the buckets go up and down. The bucket on the left looks like 		
CF | it's under the platform supporting the weight. It is currently down, 		
CF | while the bucket on the right is up, out of reach. 		
CF | 		
CF | > 		
Roger says (to floyd), "x left bucket" 		
CF ] Lobby of the white house Score: 81, Turns: 672 		
CF | > 		
CF | > X LEFT BUCKET 		
CF | 		
CF | The rope-and-pulley mechanism doesn't look like it does anything but 		
CF | make the buckets go up and down. The bucket on the left looks like 		
CF | it's under the platform supporting the weight. It is currently down, 		
CF | while the bucket on the right is up, out of reach. 		
CF | 		
CF | > 		
Roger says (to floyd), "look in left bucket" 		
CF ] Lobby of the white house Score: 81, Turns: 673 		
CF | > 		
CF | > LOOK IN LEFT BUCKET 		
CF | 		
CF | You look in the bucket on the left and -- ew! You find the corpse of a 		
CF | rat in the bucket. 		
CF | 		
CF | > 		
Roger says (to floyd), "take rat" 		
CF ] Lobby of the white house Score: 81, Turns: 674 		
CF | > 		
CF | > TAKE RAT 		
CF | 		
CF | You pick up the rat carefully by its tail and drop it on the floor. 		
CF | 		
CF | As soon as you do this, the bucket goes up; the system of buckets ends 		
CF | up stabilizing with both buckets roughly at the same height. 		
CF | 		
CF | > 		Knight_Otu says, "Yikes."
		Roger says, "see I think that dead rat was upsetting our puzzle solution in an unwinnable way"
		Roger says, "anyway, let's save and carry on! I yield the floor"
		Knight_Otu says, "That stinks, literally."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf15" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Lobby of the white house Score: 81, Turns: 674 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Roger says, "we'll probably need to feed it to a mean dog or something"
		MoyTravis asks, "Wh - I. Ok? But, in an unwinnable way!?"
		Roger says, "well once the cricket ball was in the other bucket, they were both out of reach"
		MoyTravis asks, "I guess 'cuz the bucket swings out of reach and then you can't get to the rat?"
		Roger says, "as I recall. Anyway, thanks a lot, old school cruelty"
		Roger says, "I didn't read any further into the walkthrough so I am once again unspoiled"
		Roger says, "but I also don't want to fiddle with the cannon"
Knight_Otu says (to ClubFloyd), "x rat" 		
CF ] Lobby of the white house Score: 81, Turns: 675 		
CF | > 		
CF | > X RAT 		
CF | 		
CF | No way you're touching that thing more than you need to. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Library Score: 81, Turns: 676 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Library 		
CF | You were expecting that wonderful smell of paper, but instead it 		
CF | smells rather musty. Half a dozen shelves are packed with books of all 		
CF | shapes and sizes. The shelf closest to you reads "SCI-FI"; these books 		
CF | look well-loved, and their spines are crinkled and slightly faded. The 		
CF | lobby is back north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put book in shelf" 		
CF ] Library Score: 81, Turns: 677 		
CF | > 		
CF | > PUT BOOK IN SHELF 		
CF | 		
CF | You put the book back where it belongs, in this small library of 		
CF | science-fiction books. Somehow, it feels right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lobby of the white house Score: 81, Turns: 678 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a dead rat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x notices" 		
CF ] Lobby of the white house Score: 82, Turns: 679 		
CF | > 		
CF | > X NOTICES 		
CF | 		
CF | On both sides of the hall, placards, notices, and handwritten notes 		
CF | are taped to the wall or pinned to notice boards. You read one of them 		
CF | at random, and it says: "A reminder for everyone: I approved that 		
CF | ridiculous Heath Robinson mechanism to open the door to the laboratory 		
CF | to keep morale up while preserving secure access to it. I could very 		
CF | well replace it with a keypad. Do NOT waste more time making it more 		
CF | complex, and get on with your work. --Major Westwood." 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Cafeteria Score: 82, Turns: 680 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Cafeteria 		
CF | This is a rather small cafeteria, with four tables in total, and 		
CF | wooden benches on each side of the tables. The tables are long and 		
CF | wide, but you're guessing that no more than 20 people would fit here. 		
CF | The whole room feels deserted and only slightly lit. The door to the 		
CF | kitchen is closed. You can go back to the lobby, to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tables" 		
CF ] Cafeteria Score: 82, Turns: 681 		
CF | > 		
CF | > X TABLES 		
CF | 		
CF | There are four tables in total, and wooden benches on each side of the 		
CF | tables. The tables are long and wide, but you're guessing that no more 		
CF | than 20 people would fit here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x benches" 		
CF ] Cafeteria Score: 82, Turns: 682 		
CF | > 		
CF | > X BENCHES 		
CF | 		
CF | There are four tables in total, and wooden benches on each side of the 		
CF | tables. The tables are long and wide, but you're guessing that no more 		
CF | than 20 people would fit here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Cafeteria Score: 82, Turns: 683 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The door to the kitchen is locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock it with guard key" 		
CF ] Cafeteria Score: 82, Turns: 684 		
CF | > 		
CF | > UNLOCK IT WITH GUARD KEY 		
CF | 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby of the white house Score: 82, Turns: 685 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a dead rat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 82, Turns: 686 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a dead rat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Quarters Score: 82, Turns: 687 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock guard door with guard key" 		
CF ] Quarters Score: 82, Turns: 688 		
CF | > 		
CF | > UNLOCK GUARD DOOR WITH GUARD KEY 		
CF | 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		Knight_Otu says, "This still feels wrong, but okay."
Knight_Otu says (to ClubFloyd), "open yellow with screwdriver" 		
CF ] Quarters Score: 87, Turns: 689 		
CF | > 		
CF | > OPEN YELLOW WITH SCREWDRIVER 		
CF | 		
CF | (first taking the flathead screwdriver) 		
CF | You take your flathead screwdriver and insert it in the lock, then 		
CF | turn. The door unlocks. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open yellow" 		
CF ] Quarters Score: 87, Turns: 690 		
CF | > 		
CF | > OPEN YELLOW 		
CF | 		
CF | You open the yellow door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Yellow room Score: 87, Turns: 691 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Yellow room 		
CF | The room has been emptied hurriedly, it seems; the beds in the bunk 		
CF | haven't been made, and there's a chest basically in the middle of the 		
CF | room. There is a desk, but all the drawers are open and empty. You can 		
CF | go out by going south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x beds" 		
CF ] Yellow room Score: 87, Turns: 692 		
CF | > 		
CF | > X BEDS 		
CF | 		
CF | Two bed bunks are here; they haven't been made. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search beds" 		
CF ] Yellow room Score: 87, Turns: 693 		
CF | > 		
CF | > SEARCH BEDS 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chest" 		
CF ] Yellow room Score: 87, Turns: 694 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the chest, revealing a cricket ball. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Yellow room Score: 87, Turns: 695 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | (putting the guard key into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Quarters Score: 87, Turns: 696 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open white with screwdriver" 		
CF ] Quarters Score: 87, Turns: 697 		
CF | > 		
CF | > OPEN WHITE WITH SCREWDRIVER 		
CF | 		
CF | You take your flathead screwdriver and insert it in the lock, then 		
CF | turn. The door unlocks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open white" 		
CF ] Quarters Score: 87, Turns: 698 		
CF | > 		
CF | > OPEN WHITE 		
CF | 		
CF | You open the white door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] White room Score: 87, Turns: 699 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | White room 		
CF | The room is rather tidy, with both beds in the bunks made. There is a 		
CF | chest by the foot of the bed. You can go out by going north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x beds" 		
CF ] White room Score: 87, Turns: 700 		
CF | > 		
CF | > X BEDS 		
CF | 		
CF | Two bed bunks are here; they have been made. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search them" 		
CF ] White room Score: 87, Turns: 700 		
CF | > 		
CF | > SEARCH THEM 		
CF | 		
CF | Sorry, I don't understand what "them" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search beds" 		
CF ] White room Score: 87, Turns: 701 		
CF | > 		
CF | > SEARCH BEDS 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chest" 		
CF ] White room Score: 87, Turns: 702 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the chest, revealing a bike pump. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pump" 		
CF ] White room Score: 87, Turns: 703 		
CF | > 		
CF | > GET PUMP 		
CF | 		
CF | (putting the flathead screwdriver into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Quarters Score: 87, Turns: 704 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Quarters 		
CF | This is a rather short hallway, lit by a single light bulb, with four 		
CF | different doors. The furthest one, at the very back, is a door saying 		
CF | "OFFICERS ONLY". On the north wall is a yellow door with the name of 		
CF | two PhDs on it; on the other wall, a white door has the name of two 		
CF | other people on it, while the last one has a sign saying "GUARD" on 		
CF | it. The mezzanine is west. 		
CF | 		
CF | You can see a white door, a yellow door, a door to the officers 		
CF | quarters and a door to guard room here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby of the white house Score: 87, Turns: 705 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a dead rat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 87, Turns: 706 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a dead rat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf16" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Lobby of the white house Score: 87, Turns: 706 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in hole" 		
CF ] Lobby of the white house Score: 87, Turns: 707 		
CF | > 		
CF | > PUT BALL IN HOLE 		
CF | 		
CF | You put the cricket ball in the hole. It fits perfectly, as if the 		
CF | hole had been made for it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put pump in hole" 		
CF ] Lobby of the white house Score: 89, Turns: 708 		
CF | > 		
CF | > PUT PUMP IN HOLE 		
CF | 		
CF | You plug the bike pump on the nozzle on the slanted tube; it fits 		
CF | perfectly. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pump pump" 		
CF ] Lobby of the white house Score: 89, Turns: 709 		
CF | > 		
CF | > PUMP PUMP 		
CF | 		
CF | You pump air into the tube until the pressure is too great for you to 		
CF | keep going. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull leve" 		
CF ] Lobby of the white house Score: 89, Turns: 709 		
CF | > 		
CF | > PULL LEVE 		
CF | 		
CF | Sorry, I don't understand what "leve" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 89, Turns: 710 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and quite a bit of air is expelled, making a loud 		
CF | noise for a fraction of a second. 		
CF | 		
CF | The cricket ball shoots into the air and flies upwards... then 		
CF | unexpectedly hits the hand of the statue, which was on its trajectory, 		
CF | before falling on the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 89, Turns: 711 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn statue" 		
CF ] Lobby of the white house Score: 91, Turns: 712 		
CF | > 		
CF | > TURN STATUE 		
CF | 		
CF | You turn the statue slightly so the little child faces towards the 		
CF | entrance. 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		Knight_Otu says, "Now we know why weturn the statue."
Knight_Otu says (to ClubFloyd), "put ball in hole" 		
CF ] Lobby of the white house Score: 91, Turns: 713 		
CF | > 		
CF | > PUT BALL IN HOLE 		
CF | 		
CF | You put the cricket ball in the hole. It fits perfectly, as if the 		
CF | hole had been made for it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pump pump" 		
CF ] Lobby of the white house Score: 91, Turns: 714 		
CF | > 		
CF | > PUMP PUMP 		
CF | 		
CF | You pump air into the tube until the pressure is too great for you to 		
CF | keep going. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 91, Turns: 715 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and quite a bit of air is expelled, making a loud 		
CF | noise for a fraction of a second. 		
CF | 		
CF | The cricket ball shoots into the air and flies upwards... and lands 		
CF | inside the funnel! 		
CF | 		
CF | You hear the ball travel through the pipe... but a screw must have 		
CF | been loose, as the pipe comes undone and the ball drops on the 		
CF | mezzanine. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lobby of the white house Score: 91, Turns: 716 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb the stairs and get on the mezzanine. 		
CF | 		
CF | Lobby of the white house (on the mezzanine) 		
CF | You lean on the railing, and you can see the whole lobby downstairs, 		
CF | with the statue in the middle of the room, the hallway to the library, 		
CF | and the closed door to the north. The ropes, the weight, and the 		
CF | buckets are all out of reach, but the U-shaped pipe is right above 		
CF | your head. A hallway leads further to the east; the entrance is down, 		
CF | to the west. 		
CF | 		
CF | You can also see a bike pump and a dead rat here. 		
CF | 		
CF | On the mezzanine you can see a big screw and a cricket ball. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Lobby of the white house Score: 91, Turns: 717 		
CF | > 		
CF | > GET BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get screw" 		
CF ] Lobby of the white house Score: 91, Turns: 718 		
CF | > 		
CF | > GET SCREW 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "screw screw" 		
CF ] Lobby of the white house Score: 91, Turns: 719 		
CF | > 		
CF | > SCREW SCREW 		
CF | 		
CF | You climb the banister so you can reach the pipe more easily. You line 		
CF | up the holes for the screw and screw as tight as you go. It should be 		
CF | good enough. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Lobby of the white house Score: 91, Turns: 720 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Lobby of the white house 		
CF | The entrance of the white house is a large and rather messy atrium, 		
CF | lit only by a few lights as the windows have been boarded up. The 		
CF | walls are covered in notices and placards, some official-looking, some 		
CF | less so. A bewildering assortment of pipes, buckets and a weight hang 		
CF | on the wall and the ceiling, like some sort of Heath Robinson 		
CF | contraption. A tall statue stands in the middle of the room, in front 		
CF | of a wooden staircase leading up; next to the stairs, leading east, is 		
CF | a wide passageway. A hallway leads to the library, south of here; 		
CF | there is a closed door on the north wall, next to an odd tube-like 		
CF | contraption fixed onto a tilted stand. 		
CF | 		
CF | You can also see a bike pump and a dead rat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put ball in hole" 		
CF ] Lobby of the white house Score: 91, Turns: 721 		
CF | > 		
CF | > PUT BALL IN HOLE 		
CF | 		
CF | You put the cricket ball in the hole. It fits perfectly, as if the 		
CF | hole had been made for it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pump pump" 		
CF ] Lobby of the white house Score: 91, Turns: 722 		
CF | > 		
CF | > PUMP PUMP 		
CF | 		
CF | You pump air into the tube until the pressure is too great for you to 		
CF | keep going. 		
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 ] Lobby of the white house Score: 91, Turns: 722 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lever" 		
CF ] Lobby of the white house Score: 96, Turns: 723 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | You pull the lever, and quite a bit of air is expelled, making a loud 		
CF | noise for a fraction of a second. 		
CF | 		
CF | The cricket ball shoots into the air and flies upwards... and lands 		
CF | inside the funnel! 		
CF | 		
CF | You hear the ball travel through the pipe... and it lands perfectly in 		
CF | the bucket on the right. 		
CF | 		
CF | The bucket on the right drops down, and the bucket on the left flies 		
CF | upwards very fast. The edge of the bucket hits the weight. 		
CF | 		
CF | The weight, which wasn't very stable on such a small platform, is out 		
CF | of balance and falls towards the ground, but the rope tenses up before 		
CF | the weight hits the ground. The weight is now in mid-air, balanced 		
CF | with something at the other end of the rope, behind the north wall. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x weight" 		
CF ] Lobby of the white house Score: 96, Turns: 724 		
CF | > 		
CF | > X WEIGHT 		
CF | 		
CF | The weight has been knocked out of the platform and is now hanging in 		
CF | mid-air. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull weight" 		
CF ] Lobby of the white house Score: 96, Turns: 725 		
CF | > 		
CF | > PULL WEIGHT 		
CF | 		
CF | The weight on a small platform is out of reach. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Antechamber Score: 96, Turns: 726 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the door inwards very easily and enter the room. 		
CF | 		
CF | Antechamber 		
CF | This small room seems to have for only purpose to serve as a waiting 		
CF | room before entering the next door, which is made of glass. There is a 		
CF | button on the door frame. Right -- an elevator! 		
CF | 		
CF | You step away from the door to the lobby, as a large weight is hanging 		
CF | from the ceiling right above it; this was probably the weight that was 		
CF | keeping the door shut. At this point, there is only one sensible thing 		
CF | to do... 		
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 ] Antechamber Score: 96, Turns: 726 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Antechamber Score: 96, Turns: 727 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You push the button, and the elevator opens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "in" 		
CF ] Inside the elevator Score: 96, Turns: 728 		
CF | > 		
CF | > IN 		
CF | 		
CF | 		
CF | Inside the elevator 		
CF | This elevator could probably fit two people, but not more. Outside the 		
CF | elevator, you can see the break room. There is only one button in this 		
CF | elevator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Inside the elevator Score: 101, Turns: 729 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You push the button with some trepidation; the doors close, and the 		
CF | elevator starts its descent. 		
CF | 		
CF | You turn and turn the facts in your head, trying to figure out what 		
CF | this place is. An elevator going deep underground. A mansion with a 		
CF | floor for military personnel, and another one for civilians, but under 		
CF | military supervision. A door with a complicated mechanism, with one 		
CF | part moving another in a big chain reaction. A library full of 		
CF | science-fiction books, and barely anything else. 		
CF | 		
CF | The elevator is still going deeper. 		
CF | 		
CF | Who were the civilians living here, under military supervision, but 		
CF | clearly not jailed? Were they working for the military? On what kind 		
CF | of project? This is getting a bit spooky. 		
CF | 		
CF | The elevator finally stops. After what seems like an eternity, it 		
CF | opens, revealing a long hallway lit only by artificial light. But at 		
CF | this precise moment, it all comes together, and you understand 		
CF | everything. The shock makes you unable to move for a few minutes, as 		
CF | all the pieces come together perfectly in your head. You know the 		
CF | secret of this island. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Inside the elevator Score: 101, Turns: 730 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Inside the elevator 		
CF | This elevator could probably fit two people, but not more. Outside the 		
CF | elevator, you can see a long hallway lit only by artificial light. 		
CF | There is only one button in this elevator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Lobby Score: 101, Turns: 731 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Lobby 		
CF | You are by an elevator, north of you. This looks like an underground 		
CF | complex, with a long hallway going southwards, dimly lit by pale 		
CF | florescent lights fixed to a false ceiling, leading to various rooms 		
CF | to explore, none of which have doors. However, to the west, you can 		
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to 		
CF | use the radio and send an SOS message! There is a small desk here, 		
CF | facing the elevator; above the desk is a poster of the explosion of an 		
CF | atom bomb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x poster" 		
CF ] Lobby Score: 106, Turns: 732 		
CF | > 		
CF | > X POSTER 		
CF | 		
CF | This is it. The smoking gun. The missing part of the puzzle, that 		
CF | makes everything else make sense. The people on this island were 		
CF | working on nuclear testing. That explains the poor state Tristam 		
CF | Island is in: it was their Guinea pig, where they detonated the bomb, 		
CF | so they could destroy it and study the effects of the explosion. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		MoyTravis says, "wat"
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Lobby Score: 106, Turns: 733 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | If this small and tidy desk wasn't directly facing the elevator, you 		
CF | would have guessed it was used by a secretary; but really, it was 		
CF | probably a soldier who sat here and monitored access.The most notable 		
CF | thing on the desk is a filing box filled with papers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Lobby Score: 106, Turns: 734 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | The filing box is nothing but a cardboard box that's filled to the 		
CF | brim with papers; there are 26 dividers, one for each letter of the 		
CF | alphabet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x papers" 		
CF ] Lobby Score: 106, Turns: 735 		
CF | > 		
CF | > X PAPERS 		
CF | 		
CF | The filing box is nothing but a cardboard box that's filled to the 		
CF | brim with papers; there are 26 dividers, one for each letter of the 		
CF | alphabet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look up t" 		
CF ] Lobby Score: 106, Turns: 736 		
CF | > 		
CF | > LOOK UP T 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dividers" 		
CF ] Lobby Score: 106, Turns: 737 		
CF | > 		
CF | > X DIVIDERS 		
CF | 		
CF | The filing box is nothing but a cardboard box that's filled to the 		
CF | brim with papers; there are 26 dividers, one for each letter of the 		
CF | alphabet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x divider t" 		
CF ] Lobby Score: 106, Turns: 738 		
CF | > 		
CF | > X DIVIDER T 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 739 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a blond 		
CF | man named Private John Atkinson. You put the file back in the tightly 		
CF | packed box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look up atkinson in papers" 		
CF ] Lobby Score: 106, Turns: 740 		
CF | > 		
CF | > LOOK UP ATKINSON IN PAPERS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 741 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a 		
CF | bespectacled man named Mick Antrim, apparently a nuclear engineer. You 		
CF | put the file back in the tightly packed box. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Lobby Score: 106, Turns: 742 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Lobby 		
CF | You are by an elevator, north of you. This looks like an underground 		
CF | complex, with a long hallway going southwards, dimly lit by pale 		
CF | florescent lights fixed to a false ceiling, leading to various rooms 		
CF | to explore, none of which have doors. However, to the west, you can 		
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to 		
CF | use the radio and send an SOS message! There is a small desk here, 		
CF | facing the elevator; above the desk is a poster of the explosion of an 		
CF | atom bomb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby Score: 106, Turns: 743 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Lobby Score: 106, Turns: 744 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with guard key" 		
CF ] Lobby Score: 106, Turns: 745 		
CF | > 		
CF | > UNLOCK DOOR WITH GUARD KEY 		
CF | 		
CF | (first taking the guard key) 		
CF | The guard key doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Inside the elevator Score: 106, Turns: 746 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Inside the elevator 		
CF | This elevator could probably fit two people, but not more. Outside the 		
CF | elevator, you can see a long hallway lit only by artificial light. 		
CF | There is only one button in this elevator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Lobby Score: 106, Turns: 747 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lobby 		
CF | You are by an elevator, north of you. This looks like an underground 		
CF | complex, with a long hallway going southwards, dimly lit by pale 		
CF | florescent lights fixed to a false ceiling, leading to various rooms 		
CF | to explore, none of which have doors. However, to the west, you can 		
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to 		
CF | use the radio and send an SOS message! There is a small desk here, 		
CF | facing the elevator; above the desk is a poster of the explosion of an 		
CF | atom bomb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Lobby Score: 106, Turns: 748 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lobby Score: 106, Turns: 749 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Lobby Score: 106, Turns: 750 		
CF | > 		
CF | > SE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway Score: 106, Turns: 751 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are standing in a wide hallway, under the bright white light of a 		
CF | fluorescent lamp. Going north takes you back towards the lobby and the 		
CF | elevator; the hallway turns here and continues east, or you can enter 		
CF | what looks like a lab to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Lab Score: 106, Turns: 752 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lab 		
CF | This is a rather dark lab, lit only by the lamp in the hallway; you 		
CF | can't locate a light switch, but there is enough light to see. There 		
CF | is a wide workbench here, with a small sink and a few empty beakers. 		
CF | There are more beakers on the shelves, as well as a small device with 		
CF | a dial. You can go back to the hallway by going north, or go east to 		
CF | explore another part of the lab connected to this one. 		
CF | 		
CF | > 		DavidW says, "a commanding officer's name was on thr notice upstairs"
		Knight_Otu says, "Yeah, but I'm not sure that's doing us much good."
Knight_Otu says (to ClubFloyd), "x workbench" 		
CF ] Lab Score: 106, Turns: 753 		
CF | > 		
CF | > X WORKBENCH 		
CF | 		
CF | There is a wide workbench here, with a small sink and a few empty 		
CF | beakers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sink" 		
CF ] Lab Score: 106, Turns: 754 		
CF | > 		
CF | > X SINK 		
CF | 		
CF | There is a wide workbench here, with a small sink and a few empty 		
CF | beakers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x beakers" 		
CF ] Lab Score: 106, Turns: 755 		
CF | > 		
CF | > X BEAKERS 		
CF | 		
CF | Some beakers, that have been cleaned, then left on the shelves to 		
CF | collect dust. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x device" 		
CF ] Lab Score: 106, Turns: 756 		
CF | > 		
CF | > X DEVICE 		
CF | 		
CF | You are guessing this is a Geiger-Muller counter, that counts the 		
CF | radiation events per minute and displays it on the dial. The Geiger 		
CF | counter is currently switched off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Lab Score: 106, Turns: 757 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn it on" 		
CF ] Lab Score: 106, Turns: 758 		
CF | > 		
CF | > TURN IT ON 		
CF | 		
CF | You switch the Geiger counter on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Lab Score: 106, Turns: 759 		
CF | > 		
CF | > X IT 		
CF | 		
CF | The Geiger counter is currently on; the needle on the dial is around 		
CF | 1000 counts per minute. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Lab Score: 106, Turns: 760 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Lab 		
CF | This is a rather dark lab, lit only by the lamp in the hallway; you 		
CF | can't locate a light switch, but there is enough light to see. There 		
CF | is a wide workbench here, with a small sink and a few empty beakers. 		
CF | There are more beakers on the shelves. You can go back to the hallway 		
CF | by going north, or go east to explore another part of the lab 		
CF | connected to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lab Score: 106, Turns: 761 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. There are only two books left on the shelves, a rather thick 		
CF | one, and an absolutely massive one. You can go to the hallway by going 		
CF | north, or west to another part of the lab connected to this room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sofa" 		
CF ] Lab Score: 106, Turns: 762 		
CF | > 		
CF | > X SOFA 		
CF | 		
CF | These armchairs look pretty comfortable, as does the sofa. The 		
CF | scientists here probably spent hours in them, reading, having lively 		
CF | scientific arguments, or staring at the suspended ceiling tiles until 		
CF | an idea comes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Lab Score: 106, Turns: 763 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x blackboard" 		
CF ] Lab Score: 106, Turns: 764 		
CF | > 		
CF | > X BLACKBOARD 		
CF | 		
CF | The blackboard on the wall is covered in diagrams, equations, and 		
CF | other things you know nothing about -- although you're pretty sure one 		
CF | of the diagrams represents a chain reaction. In the top right corner, 		
CF | someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as 		
CF | always. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x armchairs" 		
CF ] Lab Score: 106, Turns: 765 		
CF | > 		
CF | > X ARMCHAIRS 		
CF | 		
CF | These armchairs look pretty comfortable, as does the sofa. The 		
CF | scientists here probably spent hours in them, reading, having lively 		
CF | scientific arguments, or staring at the suspended ceiling tiles until 		
CF | an idea comes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search armchairs" 		
CF ] Lab Score: 106, Turns: 766 		
CF | > 		
CF | > SEARCH ARMCHAIRS 		
CF | 		
CF | There is nothing on the seats. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinet" 		
CF ] Lab Score: 106, Turns: 767 		
CF | > 		
CF | > X CABINET 		
CF | 		
CF | The filing cabinet has been emptied, but nobody bothered taking the 		
CF | coffee maker with them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x coffee maker" 		
CF ] Lab Score: 106, Turns: 768 		
CF | > 		
CF | > X COFFEE MAKER 		
CF | 		
CF | The filing cabinet has been emptied, but nobody bothered taking the 		
CF | coffee maker with them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bookshelf" 		
CF ] Lab Score: 106, Turns: 768 		
CF | > 		
CF | > X BOOKSHELF 		
CF | 		
CF | Sorry, I don't understand what "bookshelf" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelf" 		
CF ] Lab Score: 106, Turns: 768 		
CF | > 		
CF | > X SHELF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x books" 		
CF ] Lab Score: 106, Turns: 769 		
CF | > 		
CF | > X BOOKS 		
CF | 		
CF | This is "Organic Chemistry 1", by Louis and Mary Fieser -- and it's an 		
CF | absolute beast of a book, a couple of inches thick, and weighing 		
CF | several pounds. You wonder if volume 2 is just as big. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x massive" 		
CF ] Lab Score: 106, Turns: 770 		
CF | > 		
CF | > X MASSIVE 		
CF | 		
CF | This is "Organic Chemistry 1", by Louis and Mary Fieser -- and it's an 		
CF | absolute beast of a book, a couple of inches thick, and weighing 		
CF | several pounds. You wonder if volume 2 is just as big. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x thick" 		
CF ] Lab Score: 106, Turns: 771 		
CF | > 		
CF | > X THICK 		
CF | 		
CF | This is "Theoretical Nuclear Physics", by John Blatt and Victor 		
CF | Weisskopf -- a pretty thick book, over one inch thick, and weighing a 		
CF | couple of pounds. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read it" 		
CF ] Lab Score: 106, Turns: 772 		
CF | > 		
CF | > READ IT 		
CF | 		
CF | This is "Theoretical Nuclear Physics", by John Blatt and Victor 		
CF | Weisskopf -- a pretty thick book, over one inch thick, and weighing a 		
CF | couple of pounds. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Lab Score: 106, Turns: 773 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the book at a random page; terrible equations, and 		
CF | explanations full of "quantum" this and "wave function" that, makes 		
CF | you close the book very quickly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open massive" 		
CF ] Lab Score: 106, Turns: 774 		
CF | > 		
CF | > OPEN MASSIVE 		
CF | 		
CF | You open the book at a random page; a drawing of a monstruous 		
CF | structure, full of hexagons and tentacles, with a hyphen-riddled, 		
CF | unpronounceable name, makes you close the book very quickly. 		
CF | 		
CF | > 		DavidW asks, "another wt puz?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway Score: 106, Turns: 775 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Meeting room Score: 106, Turns: 776 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Meeting room 		
CF | This looks like a meeting room, with several tables put together at 		
CF | the centre of the room, and a number of chairs around. There is a pile 		
CF | of papers on the table. You can go back to a hallway to the south or 		
CF | the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x papers" 		
CF ] Meeting room Score: 106, Turns: 777 		
CF | > 		
CF | > X PAPERS 		
CF | 		
CF | A messy pile of papers is at a corner of one of the tables. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read them" 		
CF ] Meeting room Score: 106, Turns: 777 		
CF | > 		
CF | > READ THEM 		
CF | 		
CF | Sorry, I don't understand what "them" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read papers" 		
CF ] Meeting room Score: 106, Turns: 778 		
CF | > 		
CF | > READ PAPERS 		
CF | 		
CF | A messy pile of papers is at a corner of one of the tables. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Meeting room Score: 106, Turns: 779 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the pile of papers, and the one that catches your attention 		
CF | is a letter written by Doctor Alexander Grant to the Major Westwood: 		
CF | 		
CF | Major, 		
CF | I urgently request that you and your superiors reconsider the test 		
CF | scheduled for the 15th of February 1962. Our estimates for the type 		
CF | and size of bomb we are working with are several hundred kilotons 		
CF | above what we would consider safe, considering the distance between 		
CF | our island and Tristam Island. 		
CF | Our worries are not about the damage the bomb would cause to our 		
CF | island and its structures, but more about the radioactive fallout that 		
CF | has a high chance of blowing our way. Should this happen, our 		
CF | radiation exposure would be high, and remain high as the ashes deposit 		
CF | on our island. Remaining on the island would not be an option; we 		
CF | calculated with our resident doctor that the risk of cancer would 		
CF | increase one hundredfold. 		
CF | Please, we urge you to reconsider the size of the explosion, if you 		
CF | want the experimentations here to continue; a blast this size would 		
CF | render our island unlivable, and would require us to evacuate it. 		
CF | Sincerely, 		
CF | Doctor Alexander Grant 		
CF | 		
CF | Wow. Is this what happened on this island? Is this why everyone left? 		
CF | Did they go ahead with the explosion, and it exposed everybody to so 		
CF | much radiation that the island was uninhabitable? Given the state of 		
CF | the village, the date on the comic book, the songs in the jukebox, the 		
CF | fact people stopped signing up to take care of the garden after the 		
CF | 18th of February, it would make sense to guess that this island was 		
CF | indeed abandoned in February 1962... 		
CF | 		
CF | Either way, you hadn't considered how the fallout might affect this 		
CF | island -- and with it, you. You ate a fish that probably was pretty 		
CF | close to Tristam Island, touched a lot of objects... You need to find 		
CF | the key to the communications room, and quickly get out of this 		
CF | island. 		
CF | 		
CF | > 		Knight_Otu asks, "In a game with a lot of readables, read probably should not be the equivalent of examine, but maybe that can't be changed in punyinform?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Meeting room Score: 106, Turns: 780 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Meeting room 		
CF | This looks like a meeting room, with several tables put together at 		
CF | the centre of the room, and a number of chairs around. There is a pile 		
CF | of papers on the table. You can go back to a hallway to the south or 		
CF | the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway Score: 106, Turns: 781 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storage lockers Score: 106, Turns: 782 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lockers" 		
CF ] Storage lockers Score: 106, Turns: 783 		
CF | > 		
CF | > X LOCKERS 		
CF | 		
CF | A few lockers are against the south wall; they are all open, except 		
CF | one, which has a hanging combination lock on it. You need to turn a 		
CF | dial to open it, but it is so worn with use that the numbers on the 		
CF | dial are all but unreadable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lock" 		
CF ] Storage lockers Score: 106, Turns: 784 		
CF | > 		
CF | > X LOCK 		
CF | 		
CF | A few lockers are against the south wall; they are all open, except 		
CF | one, which has a hanging combination lock on it. You need to turn a 		
CF | dial to open it, but it is so worn with use that the numbers on the 		
CF | dial are all but unreadable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open locker" 		
CF ] Storage lockers Score: 106, Turns: 785 		
CF | > 		
CF | > OPEN LOCKER 		
CF | 		
CF | The combination lock is locked, and you have no clue about the right 		
CF | combination. Guess you'll just have to practice your safecracking 		
CF | skills. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn dial" 		
CF ] Storage lockers Score: 106, Turns: 786 		
CF | > 		
CF | > TURN DIAL 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open locker" 		
CF ] Storage lockers Score: 106, Turns: 787 		
CF | > 		
CF | > OPEN LOCKER 		
CF | 		
CF | The combination lock is locked, and you have no clue about the right 		
CF | combination. Guess you'll just have to practice your safecracking 		
CF | skills. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway by a window Score: 106, Turns: 788 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks 		
CF | something you can't quite see.. The fluorescent lamp to the north, 		
CF | near a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lamp" 		
CF ] Hallway by a window Score: 106, Turns: 789 		
CF | > 		
CF | > X LAMP 		
CF | 		
CF | You are standing directly under a fluorescent lamp; you can't really 		
CF | look at it directly without your eyes hurting. But looking beside it, 		
CF | at the tiles of the false ceiling, makes it better. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Hallway by a window Score: 106, Turns: 789 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 106, Turns: 790 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | > 		DavidW says, "might need to stethoscope the lock"
		Knight_Otu says, "Maybe."
		Roger says, "good thinking"
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] By the Major's office Score: 106, Turns: 791 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | This door is locked and closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 106, Turns: 792 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks 		
CF | something you can't quite see.. The fluorescent lamp to the north, 		
CF | near a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break window" 		
CF ] Hallway by a window Score: 106, Turns: 793 		
CF | > 		
CF | > BREAK WINDOW 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 106, Turns: 794 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Storage lockers Score: 106, Turns: 795 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A plain door, with a sign indicating a staircase. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Storage lockers Score: 106, Turns: 796 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm. Everything is locked, but we still lack in keys."
		Knight_Otu says, "(Also, this truly is Babel all over again.)"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 106, Turns: 797 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 106, Turns: 798 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 106, Turns: 799 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are standing in a wide hallway, under the bright white light of a 		
CF | fluorescent lamp. Going north takes you back towards the lobby and the 		
CF | elevator; the hallway turns here and continues east, or you can enter 		
CF | what looks like a lab to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lobby Score: 106, Turns: 800 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Lobby 		
CF | You are by an elevator, north of you. This looks like an underground 		
CF | complex, with a long hallway going southwards, dimly lit by pale 		
CF | florescent lights fixed to a false ceiling, leading to various rooms 		
CF | to explore, none of which have doors. However, to the west, you can 		
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to 		
CF | use the radio and send an SOS message! There is a small desk here, 		
CF | facing the elevator; above the desk is a poster of the explosion of an 		
CF | atom bomb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 801 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a 		
CF | moustachioed man named Corporal Peter Dahl. You put the file back in 		
CF | the tightly packed box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers for major" 		
CF ] Lobby Score: 106, Turns: 802 		
CF | > 		
CF | > SEARCH PAPERS FOR MAJOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 803 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a 		
CF | bespectacled man named Corporal Steven Saunders. You put the file back 		
CF | in the tightly packed box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 804 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a 		
CF | moustachioed man named Doctor Jerome Thorpe, a specialist in nuclear 		
CF | chemistry. You put the file back in the tightly packed box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 805 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a 		
CF | bespectacled man named Doctor Jerome Thorpe, a specialist in nuclear 		
CF | chemistry. You put the file back in the tightly packed box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 806 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a 		
CF | bespectacled man named Private Tom Jolley. You put the file back in 		
CF | the tightly packed box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search w" 		
CF ] Lobby Score: 106, Turns: 807 		
CF | > 		
CF | > SEARCH W 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Lobby Score: 106, Turns: 808 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a Geiger counter, a guard key, a dirty shilling, a 		
CF | rusty shilling, a shiny shilling, a large rock, a rusty sixpence, a 		
CF | shiny sixpence, a backpack (which contains a flathead screwdriver, a 		
CF | pot (which is empty), a hand wood saw, a lighter, a pack of gum, some 		
CF | binoculars, a spare key for the pub, a torch (providing light), a 		
CF | metal bowl (which is empty) and a small stick) (worn), a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x saw" 		
CF ] Lobby Score: 106, Turns: 809 		
CF | > 		
CF | > X SAW 		
CF | 		
CF | This is a hand saw, useful for cutting wood, and not much else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway Score: 106, Turns: 810 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are standing in a wide hallway, under the bright white light of a 		
CF | fluorescent lamp. Going north takes you back towards the lobby and the 		
CF | elevator; the hallway turns here and continues east, or you can enter 		
CF | what looks like a lab to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lamp" 		
CF ] Hallway Score: 106, Turns: 811 		
CF | > 		
CF | > X LAMP 		
CF | 		
CF | You are standing directly under a fluorescent lamp; you can't really 		
CF | look at it directly without your eyes hurting. But looking beside it, 		
CF | at the tiles of the false ceiling, makes it better. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tiles" 		
CF ] Hallway Score: 106, Turns: 812 		
CF | > 		
CF | > X TILES 		
CF | 		
CF | You are standing directly under a fluorescent lamp; you can't really 		
CF | look at it directly without your eyes hurting. But looking beside it, 		
CF | at the tiles of the false ceiling, makes it better. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Hallway Score: 106, Turns: 813 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Meeting room Score: 106, Turns: 814 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Meeting room 		
CF | This looks like a meeting room, with several tables put together at 		
CF | the centre of the room, and a number of chairs around. There is a pile 		
CF | of papers on the table. You can go back to a hallway to the south or 		
CF | the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chairs" 		
CF ] Meeting room Score: 106, Turns: 815 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | There are four wooden tables together put together at the centre of 		
CF | the room, and about a dozen chairs around them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Meeting room Score: 106, Turns: 816 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the pile of papers, and the one that catches your attention 		
CF | is a letter written by Doctor Alexander Grant to the Major Westwood: 		
CF | 		
CF | Major, 		
CF | I urgently request that you and your superiors reconsider the test 		
CF | scheduled for the 15th of February 1962. Our estimates for the type 		
CF | and size of bomb we are working with are several hundred kilotons 		
CF | above what we would consider safe, considering the distance between 		
CF | our island and Tristam Island. 		
CF | Our worries are not about the damage the bomb would cause to our 		
CF | island and its structures, but more about the radioactive fallout that 		
CF | has a high chance of blowing our way. Should this happen, our 		
CF | radiation exposure would be high, and remain high as the ashes deposit 		
CF | on our island. Remaining on the island would not be an option; we 		
CF | calculated with our resident doctor that the risk of cancer would 		
CF | increase one hundredfold. 		
CF | Please, we urge you to reconsider the size of the explosion, if you 		
CF | want the experimentations here to continue; a blast this size would 		
CF | render our island unlivable, and would require us to evacuate it. 		
CF | Sincerely, 		
CF | Doctor Alexander Grant 		
CF | 		
CF | Wow. Is this what happened on this island? Is this why everyone left? 		
CF | Did they go ahead with the explosion, and it exposed everybody to so 		
CF | much radiation that the island was uninhabitable? Given the state of 		
CF | the village, the date on the comic book, the songs in the jukebox, the 		
CF | fact people stopped signing up to take care of the garden after the 		
CF | 18th of February, it would make sense to guess that this island was 		
CF | indeed abandoned in February 1962... 		
CF | 		
CF | Either way, you hadn't considered how the fallout might affect this 		
CF | island -- and with it, you. You ate a fish that probably was pretty 		
CF | close to Tristam Island, touched a lot of objects... You need to find 		
CF | the key to the communications room, and quickly get out of this 		
CF | island. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Meeting room Score: 106, Turns: 817 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Hallway by a window Score: 106, Turns: 818 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks 		
CF | something you can't quite see.. The fluorescent lamp to the north, 		
CF | near a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Hallway by a window Score: 106, Turns: 819 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | You look through the window, and see a wide open space. Your eyes 		
CF | habituate to the darkness, and you see shimmering water, and what 		
CF | looks like a very large loading dock. There doesn't seem to be a way 		
CF | to enter or exit this sort of grotto, which explains why you didn't 		
CF | see it from the beach. But there still is a loading dock, suggesting 		
CF | some kind of boat, maybe a submarine, was moored here... On the 		
CF | loading dock is a large crate. You have no idea what is in it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x crate" 		
CF ] Hallway by a window Score: 106, Turns: 820 		
CF | > 		
CF | > X CRATE 		
CF | 		
CF | You look through the window, and see a wide open space. Your eyes 		
CF | habituate to the darkness, and you see shimmering water, and what 		
CF | looks like a very large loading dock. There doesn't seem to be a way 		
CF | to enter or exit this sort of grotto, which explains why you didn't 		
CF | see it from the beach. But there still is a loading dock, suggesting 		
CF | some kind of boat, maybe a submarine, was moored here... On the 		
CF | loading dock is a large crate. You have no idea what is in it. 		
CF | 		
CF | > 		Knight_Otu says, "Well, crate."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 106, Turns: 821 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 106, Turns: 822 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] By the Major's office Score: 106, Turns: 823 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] By the Major's office Score: 106, Turns: 824 		
CF | > 		
CF | > X IT 		
CF | 		
CF | This door is locked and closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 106, Turns: 825 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 106, Turns: 826 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "saw door" 		
CF ] Storage lockers Score: 106, Turns: 826 		
CF | > 		
CF | > SAW DOOR 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push lockers" 		
CF ] Storage lockers Score: 106, Turns: 827 		
CF | > 		
CF | > PUSH LOCKERS 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x locker" 		
CF ] Storage lockers Score: 106, Turns: 828 		
CF | > 		
CF | > X LOCKER 		
CF | 		
CF | A few lockers are against the south wall; they are all open, except 		
CF | one, which has a hanging combination lock on it. You need to turn a 		
CF | dial to open it, but it is so worn with use that the numbers on the 		
CF | dial are all but unreadable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cut door" 		
CF ] Storage lockers Score: 106, Turns: 829 		
CF | > 		
CF | > CUT DOOR 		
CF | 		
CF | You don't have anything to cut this with. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn dial" 		
CF ] Storage lockers Score: 106, Turns: 830 		
CF | > 		
CF | > TURN DIAL 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn dial" 		
CF ] Storage lockers Score: 106, Turns: 831 		
CF | > 		
CF | > TURN DIAL 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 106, Turns: 832 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		Knight_Otu says, "I am uncertain where to go right now."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Lab Score: 106, Turns: 833 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. There are only two books left on the shelves, a rather thick 		
CF | one, and an absolutely massive one. You can go to the hallway by going 		
CF | north, or west to another part of the lab connected to this room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search shelves" 		
CF ] Lab Score: 106, Turns: 833 		
CF | > 		
CF | > SEARCH SHELVES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search massive" 		
CF ] Lab Score: 106, Turns: 834 		
CF | > 		
CF | > SEARCH MASSIVE 		
CF | 		
CF | You open the book at a random page; a drawing of a monstruous 		
CF | structure, full of hexagons and tentacles, with a hyphen-riddled, 		
CF | unpronounceable name, makes you close the book very quickly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search thick" 		
CF ] Lab Score: 106, Turns: 835 		
CF | > 		
CF | > SEARCH THICK 		
CF | 		
CF | You open the book at a random page; terrible equations, and 		
CF | explanations full of "quantum" this and "wave function" that, makes 		
CF | you close the book very quickly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search cabinet" 		
CF ] Lab Score: 106, Turns: 836 		
CF | > 		
CF | > SEARCH CABINET 		
CF | 		
CF | There is nothing on the filing cabinet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lab Score: 106, Turns: 837 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lab 		
CF | This is a rather dark lab, lit only by the lamp in the hallway; you 		
CF | can't locate a light switch, but there is enough light to see. There 		
CF | is a wide workbench here, with a small sink and a few empty beakers. 		
CF | There are more beakers on the shelves. You can go back to the hallway 		
CF | by going north, or go east to explore another part of the lab 		
CF | connected to this one. 		
CF | 		
CF | > 		DavidW asks, "open cabinet?"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lab Score: 106, Turns: 838 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lab Score: 106, Turns: 839 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. There are only two books left on the shelves, a rather thick 		
CF | one, and an absolutely massive one. You can go to the hallway by going 		
CF | north, or west to another part of the lab connected to this room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cabinet" 		
CF ] Lab Score: 106, Turns: 840 		
CF | > 		
CF | > OPEN CABINET 		
CF | 		
CF | That doesn't seem to be something you can open. 		
CF | 		
CF | > 		Knight_Otu says, "Sadly, no."
		DavidW says, "odd"
Knight_Otu says (to ClubFloyd), "take thick" 		
CF ] Lab Score: 106, Turns: 841 		
CF | > 		
CF | > TAKE THICK 		
CF | 		
CF | (putting the guard key into the backpack to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "take massive" 		
CF ] Lab Score: 106, Turns: 842 		
CF | > 		
CF | > TAKE MASSIVE 		
CF | 		
CF | (putting the Geiger counter into the backpack to make room) 		
CF | You take the organic chemistry book. Wow, it's even heavier than you 		
CF | thought. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Lab Score: 106, Turns: 843 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. You can go to the hallway by going north, or west to another 		
CF | part of the lab connected to this room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look behind blackboard" 		
CF ] Lab Score: 106, Turns: 844 		
CF | > 		
CF | > LOOK BEHIND BLACKBOARD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search blackboard" 		
CF ] Lab Score: 106, Turns: 845 		
CF | > 		
CF | > SEARCH BLACKBOARD 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Lab Score: 106, Turns: 846 		
CF | > 		
CF | > X IT 		
CF | 		
CF | The blackboard on the wall is covered in diagrams, equations, and 		
CF | other things you know nothing about -- although you're pretty sure one 		
CF | of the diagrams represents a chain reaction. In the top right corner, 		
CF | someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as 		
CF | always. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway Score: 106, Turns: 847 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 106, Turns: 848 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are standing in a wide hallway, under the bright white light of a 		
CF | fluorescent lamp. Going north takes you back towards the lobby and the 		
CF | elevator; the hallway turns here and continues east, or you can enter 		
CF | what looks like a lab to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lobby Score: 106, Turns: 849 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Lobby 		
CF | You are by an elevator, north of you. This looks like an underground 		
CF | complex, with a long hallway going southwards, dimly lit by pale 		
CF | florescent lights fixed to a false ceiling, leading to various rooms 		
CF | to explore, none of which have doors. However, to the west, you can 		
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to 		
CF | use the radio and send an SOS message! There is a small desk here, 		
CF | facing the elevator; above the desk is a poster of the explosion of an 		
CF | atom bomb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lobby Score: 106, Turns: 850 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Inside the elevator Score: 106, Turns: 851 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Inside the elevator 		
CF | This elevator could probably fit two people, but not more. Outside the 		
CF | elevator, you can see a long hallway lit only by artificial light. 		
CF | There is only one button in this elevator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Inside the elevator Score: 106, Turns: 852 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You could probably go back up, but you feel like there is still more 		
CF | to explore down here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Lobby Score: 106, Turns: 853 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lobby 		
CF | You are by an elevator, north of you. This looks like an underground 		
CF | complex, with a long hallway going southwards, dimly lit by pale 		
CF | florescent lights fixed to a false ceiling, leading to various rooms 		
CF | to explore, none of which have doors. However, to the west, you can 		
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to 		
CF | use the radio and send an SOS message! There is a small desk here, 		
CF | facing the elevator; above the desk is a poster of the explosion of an 		
CF | atom bomb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search desk" 		
CF ] Lobby Score: 106, Turns: 854 		
CF | > 		
CF | > SEARCH DESK 		
CF | 		
CF | The most notable thing on the desk is a filing box filled with papers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get papers" 		
CF ] Lobby Score: 106, Turns: 855 		
CF | > 		
CF | > GET PAPERS 		
CF | 		
CF | (putting the nuclear physics textbook into the backpack to make room) 		
CF | The box is very heavy, since it's packed so densely. You pick it up 		
CF | with a grunt. 		
CF | 		
CF | You readjust the filing box to get a better grip. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Lobby Score: 106, Turns: 856 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | If this small and tidy desk wasn't directly facing the elevator, you 		
CF | would have guessed it was used by a secretary; but really, it was 		
CF | probably a soldier who sat here and monitored access. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search papers" 		
CF ] Lobby Score: 106, Turns: 857 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a 		
CF | bespectacled man named Doctor Alexander Grant, expert in nuclear 		
CF | physics. You put the file back in the tightly packed box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway Score: 106, Turns: 858 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are standing in a wide hallway, under the bright white light of a 		
CF | fluorescent lamp. Going north takes you back towards the lobby and the 		
CF | elevator; the hallway turns here and continues east, or you can enter 		
CF | what looks like a lab to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Lab Score: 106, Turns: 859 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lab 		
CF | This is a rather dark lab, lit only by the lamp in the hallway; you 		
CF | can't locate a light switch, but there is enough light to see. There 		
CF | is a wide workbench here, with a small sink and a few empty beakers. 		
CF | There are more beakers on the shelves. You can go back to the hallway 		
CF | by going north, or go east to explore another part of the lab 		
CF | connected to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lab Score: 106, Turns: 860 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. You can go to the hallway by going north, or west to another 		
CF | part of the lab connected to this room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lab Score: 106, Turns: 861 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway Score: 106, Turns: 862 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storage lockers Score: 106, Turns: 863 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw box at door" 		
CF ] Storage lockers Score: 106, Turns: 864 		
CF | > 		
CF | > THROW BOX AT DOOR 		
CF | 		
CF | You can barely lift this box, let alone throw it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw massive at door" 		
CF ] Storage lockers Score: 106, Turns: 865 		
CF | > 		
CF | > THROW MASSIVE AT DOOR 		
CF | 		
CF | Futile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway by a window Score: 106, Turns: 866 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Hallway by a window Score: 106, Turns: 867 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter window" 		
CF ] Hallway by a window Score: 106, Turns: 868 		
CF | > 		
CF | > ENTER WINDOW 		
CF | 		
CF | There doesn't seem to be a way in. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 106, Turns: 869 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x plate" 		
CF ] By the Major's office Score: 106, Turns: 869 		
CF | > 		
CF | > X PLATE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search box" 		
CF ] By the Major's office Score: 106, Turns: 870 		
CF | > 		
CF | > SEARCH BOX 		
CF | 		
CF | You search the files and take one at random. It consists in multiple 		
CF | pages stapled together; the front page shows the picture of a bearded 		
CF | man named Private Tim Gorecki. You put the file back in the tightly 		
CF | packed box. 		
CF | 		
CF | > 		Knight_Otu asks, "Have I missed an open exit?"
Knight_Otu says (to ClubFloyd), "open door with screwdriver" 		
CF ] By the Major's office Score: 106, Turns: 871 		
CF | > 		
CF | > OPEN DOOR WITH SCREWDRIVER 		
CF | 		
CF | (first taking the flathead screwdriver) 		
CF | The flathead screwdriver doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 106, Turns: 872 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 106, Turns: 873 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door with screwdriver" 		
CF ] Storage lockers Score: 106, Turns: 874 		
CF | > 		
CF | > OPEN DOOR WITH SCREWDRIVER 		
CF | 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		DavidW says, "I have no idea of the layout"
Knight_Otu says (to ClubFloyd), "open locker with screwdriver" 		
CF ] Storage lockers Score: 106, Turns: 875 		
CF | > 		
CF | > OPEN LOCKER WITH SCREWDRIVER 		
CF | 		
CF | You grab the combination lock and turn the dial back and forth, but 		
CF | you're not getting anywhere. You stop and try to think of a method 		
CF | that would tell if you're getting any closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 106, Turns: 876 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storage lockers Score: 106, Turns: 877 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 106, Turns: 878 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | You try to shift the weight of the filing box to the other arm, but 		
CF | it's just heavy, no matter what. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Lab Score: 106, Turns: 879 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. You can go to the hallway by going north, or west to another 		
CF | part of the lab connected to this room. 		
CF | 		
CF | You take a deep breath; your arms are starting to burn. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop box" 		
CF ] Lab Score: 106, Turns: 880 		
CF | > 		
CF | > DROP BOX 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lab Score: 106, Turns: 881 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lab Score: 106, Turns: 882 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Lab 		
CF | This is a rather dark lab, lit only by the lamp in the hallway; you 		
CF | can't locate a light switch, but there is enough light to see. There 		
CF | is a wide workbench here, with a small sink and a few empty beakers. 		
CF | There are more beakers on the shelves. You can go back to the hallway 		
CF | by going north, or go east to explore another part of the lab 		
CF | connected to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x workbench" 		
CF ] Lab Score: 106, Turns: 883 		
CF | > 		
CF | > X WORKBENCH 		
CF | 		
CF | There is a wide workbench here, with a small sink and a few empty 		
CF | beakers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Lab Score: 106, Turns: 884 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | There is nothing on the workbench. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Lab Score: 106, Turns: 885 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | That doesn't seem to be something you can open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Lab Score: 106, Turns: 886 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a flathead screwdriver, a dirty shilling, a rusty 		
CF | shilling, a shiny shilling, a large rock, a rusty sixpence, a shiny 		
CF | sixpence, a backpack (which contains a organic chemistry textbook, a 		
CF | nuclear physics textbook, a Geiger counter, a guard key, a pot (which 		
CF | is empty), a hand wood saw, a lighter, a pack of gum, some binoculars, 		
CF | a spare key for the pub, a torch (providing light), a metal bowl 		
CF | (which is empty) and a small stick) (worn), a damaged sixpence and a 		
CF | dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Lab Score: 106, Turns: 887 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. You can go to the hallway by going north, or west to another 		
CF | part of the lab connected to this room. 		
CF | 		
CF | You can see a filing box here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light papers" 		
CF ] Lab Score: 106, Turns: 888 		
CF | > 		
CF | > LIGHT PAPERS 		
CF | 		
CF | This dangerous act would achieve little. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway Score: 106, Turns: 889 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Meeting room Score: 106, Turns: 890 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Meeting room 		
CF | This looks like a meeting room, with several tables put together at 		
CF | the centre of the room, and a number of chairs around. There is a pile 		
CF | of papers on the table. You can go back to a hallway to the south or 		
CF | the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light papers" 		
CF ] Meeting room Score: 106, Turns: 891 		
CF | > 		
CF | > LIGHT PAPERS 		
CF | 		
CF | This dangerous act would achieve little. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push papers" 		
CF ] Meeting room Score: 106, Turns: 892 		
CF | > 		
CF | > PUSH PAPERS 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Meeting room Score: 106, Turns: 893 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Hallway by a window Score: 106, Turns: 894 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 106, Turns: 895 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break lock" 		
CF ] Storage lockers Score: 106, Turns: 896 		
CF | > 		
CF | > BREAK LOCK 		
CF | 		
CF | Even if it looks worn, the combination lock is still very strong. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Storage lockers Score: 106, Turns: 897 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a flathead screwdriver, a dirty shilling, a rusty 		
CF | shilling, a shiny shilling, a large rock, a rusty sixpence, a shiny 		
CF | sixpence, a backpack (which contains a organic chemistry textbook, a 		
CF | nuclear physics textbook, a Geiger counter, a guard key, a pot (which 		
CF | is empty), a hand wood saw, a lighter, a pack of gum, some binoculars, 		
CF | a spare key for the pub, a torch (providing light), a metal bowl 		
CF | (which is empty) and a small stick) (worn), a damaged sixpence and a 		
CF | dirty sixpence. 		
CF | 		
CF | > 		DavidW asks, "listen to lock?"
Knight_Otu says (to ClubFloyd), "listen to lock" 		
CF ] Storage lockers Score: 111, Turns: 898 		
CF | > 		
CF | > LISTEN TO LOCK 		
CF | 		
CF | You try turning the combination lock very gently while listening 		
CF | closely for any click. Slowly, steadily, you manage to make the lock 		
CF | click three times; you pull on it, and the lock unlocks. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		Knight_Otu says, "Thanks."
Knight_Otu says (to ClubFloyd), "open lockeer" 		
CF ] Storage lockers Score: 111, Turns: 898 		
CF | > 		
CF | > OPEN LOCKEER 		
CF | 		
CF | Sorry, I don't understand what "lockeer" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open locker" 		
CF ] Storage lockers Score: 111, Turns: 899 		
CF | > 		
CF | > OPEN LOCKER 		
CF | 		
CF | The locker opens, revealing a mess of cables and wires, and a 		
CF | microphone. This must have been the comms guy's locker. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get all from locker" 		
CF ] Storage lockers Score: 111, Turns: 900 		
CF | > 		
CF | > GET ALL FROM LOCKER 		
CF | 		
CF | tangled mess of cables: The microphone is probably useless, but this 		
CF | bundle of cables looks like something you might need for the radio. 		
CF | You don't really know which one to pick, so you choose one at random. 		
CF | 		
CF | > 		Knight_Otu says, "Of course that doesn't change the issue with the key."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway by a window Score: 111, Turns: 901 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 111, Turns: 902 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with guard key" 		
CF ] By the Major's office Score: 111, Turns: 903 		
CF | > 		
CF | > UNLOCK DOOR WITH GUARD KEY 		
CF | 		
CF | (first taking the guard key) 		
CF | The guard key doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with pub key" 		
CF ] By the Major's office Score: 111, Turns: 904 		
CF | > 		
CF | > UNLOCK DOOR WITH PUB KEY 		
CF | 		
CF | (first taking the spare key for the pub) 		
CF | The spare key for the pub doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door" 		
CF ] By the Major's office Score: 111, Turns: 905 		
CF | > 		
CF | > UNLOCK DOOR 		
CF | 		
CF | To unlock this door, you'll have to specify with which key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] By the Major's office Score: 111, Turns: 906 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a spare key for the pub, a guard key, a dirty 		
CF | shilling, a rusty shilling, a shiny shilling, a large rock, a rusty 		
CF | sixpence, a shiny sixpence, a backpack (which contains a cable, a 		
CF | flathead screwdriver, a organic chemistry textbook, a nuclear physics 		
CF | textbook, a Geiger counter, a pot (which is empty), a hand wood saw, a 		
CF | lighter, a pack of gum, some binoculars, a torch (providing light), a 		
CF | metal bowl (which is empty) and a small stick) (worn), a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		Knight_Otu says, "Weirdly, the door doesn't talk about "needing a key and you don't know where to find it" like the other doors."
Knight_Otu says (to ClubFloyd), "unlock door with cable" 		
CF ] By the Major's office Score: 111, Turns: 907 		
CF | > 		
CF | > UNLOCK DOOR WITH CABLE 		
CF | 		
CF | (first taking the cable) 		
CF | The cable doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with saw" 		
CF ] By the Major's office Score: 111, Turns: 908 		
CF | > 		
CF | > UNLOCK DOOR WITH SAW 		
CF | 		
CF | (first taking the hand wood saw) 		
CF | The hand wood saw doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with screwdriver" 		
CF ] By the Major's office Score: 111, Turns: 909 		
CF | > 		
CF | > UNLOCK DOOR WITH SCREWDRIVER 		
CF | 		
CF | (first taking the flathead screwdriver) 		
CF | The flathead screwdriver doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 111, Turns: 910 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 111, Turns: 911 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with screwdriver" 		
CF ] Storage lockers Score: 111, Turns: 912 		
CF | > 		
CF | > UNLOCK DOOR WITH SCREWDRIVER 		
CF | 		
CF | This door requires a key, and you don't have it; in fact, you have no 		
CF | idea where to find it. 		
CF | 		
CF | > 		Knight_Otu says, "This door does say it."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway by a window Score: 111, Turns: 913 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 111, Turns: 914 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door with rock" 		
CF ] By the Major's office Score: 111, Turns: 915 		
CF | > 		
CF | > OPEN DOOR WITH ROCK 		
CF | 		
CF | The large rock doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break door with rock" 		
CF ] By the Major's office Score: 111, Turns: 916 		
CF | > 		
CF | > BREAK DOOR WITH ROCK 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] By the Major's office Score: 111, Turns: 917 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a flathead screwdriver, a hand wood saw, a dirty 		
CF | shilling, a rusty shilling, a shiny shilling, a large rock, a rusty 		
CF | sixpence, a shiny sixpence, a backpack (which contains a cable, a 		
CF | spare key for the pub, a guard key, a organic chemistry textbook, a 		
CF | nuclear physics textbook, a Geiger counter, a pot (which is empty), a 		
CF | lighter, a pack of gum, some binoculars, a torch (providing light), a 		
CF | metal bowl (which is empty) and a small stick) (worn), a damaged 		
CF | sixpence and a dirty sixpence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door with stick" 		
CF ] By the Major's office Score: 111, Turns: 917 		
CF | > 		
CF | > OPEN DOOR WITH STICK 		
CF | 		
CF | Do you mean the torch or the small stick? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "small" 		
CF ] By the Major's office Score: 111, Turns: 918 		
CF | > 		
CF | > SMALL 		
CF | 		
CF | (first taking the small stick) 		
CF | The small stick doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door with shiny shilling" 		
CF ] By the Major's office Score: 111, Turns: 919 		
CF | > 		
CF | > OPEN DOOR WITH SHINY SHILLING 		
CF | 		
CF | The shiny shilling doesn't seem to fit the lock. 		
CF | 		
CF | > 		Knight_Otu flails.
		DavidW asks, "where was crate; did we open it?"
		Knight_Otu says, "The crate was in the grotto that we can only see through the window."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 111, Turns: 920 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Hallway by a window Score: 111, Turns: 921 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | You look through the window, and see a wide open space. Your eyes 		
CF | habituate to the darkness, and you see shimmering water, and what 		
CF | looks like a very large loading dock. There doesn't seem to be a way 		
CF | to enter or exit this sort of grotto, which explains why you didn't 		
CF | see it from the beach. But there still is a loading dock, suggesting 		
CF | some kind of boat, maybe a submarine, was moored here... On the 		
CF | loading dock is a large crate. You have no idea what is in it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dock" 		
CF ] Hallway by a window Score: 111, Turns: 922 		
CF | > 		
CF | > X DOCK 		
CF | 		
CF | You look through the window, and see a wide open space. Your eyes 		
CF | habituate to the darkness, and you see shimmering water, and what 		
CF | looks like a very large loading dock. There doesn't seem to be a way 		
CF | to enter or exit this sort of grotto, which explains why you didn't 		
CF | see it from the beach. But there still is a loading dock, suggesting 		
CF | some kind of boat, maybe a submarine, was moored here... On the 		
CF | loading dock is a large crate. You have no idea what is in it. 		
CF | 		
CF | > 		DavidW says, "the heaviness of books and box suggests putting them on a scale or weight=detecting platfom"
		Knight_Otu says, "Kind of, yeah, but I don't think we've seen anything like that."
Knight_Otu says (to ClubFloyd), "break light" 		
CF ] Hallway by a window Score: 111, Turns: 923 		
CF | > 		
CF | > BREAK LIGHT 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		DavidW says, "break window"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 111, Turns: 924 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break window" 		
CF ] Storage lockers Score: 111, Turns: 924 		
CF | > 		
CF | > BREAK WINDOW 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway by a window Score: 111, Turns: 925 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break window" 		
CF ] Hallway by a window Score: 111, Turns: 926 		
CF | > 		
CF | > BREAK WINDOW 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		Roger says, "unlike all the other ones"
		Knight_Otu says, "Yeah, the shop windows we were allowed to break."
DavidW says (to ClubFloyd), " x lamp" 		
CF ] Hallway by a window Score: 111, Turns: 927 		
CF | > 		
CF | > X LAMP 		
CF | 		
CF | You are standing directly under a fluorescent lamp; you can't really 		
CF | look at it directly without your eyes hurting. But looking beside it, 		
CF | at the tiles of the false ceiling, makes it better. 		
CF | 		
CF | > 		Knight_Otu says, "I suppose it makes sense that this window is made of tougher glass."
		DavidW asks, "false ceiling?"
Knight_Otu says (to ClubFloyd), "x ceiling" 		
CF ] Hallway by a window Score: 111, Turns: 928 		
CF | > 		
CF | > X CEILING 		
CF | 		
CF | You are standing directly under a fluorescent lamp; you can't really 		
CF | look at it directly without your eyes hurting. But looking beside it, 		
CF | at the tiles of the false ceiling, makes it better. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Hallway by a window Score: 111, Turns: 929 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open ceiling" 		
CF ] Hallway by a window Score: 111, Turns: 930 		
CF | > 		
CF | > OPEN CEILING 		
CF | 		
CF | That doesn't seem to be something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move tile" 		
CF ] Hallway by a window Score: 111, Turns: 931 		
CF | > 		
CF | > MOVE TILE 		
CF | 		
CF | You don't really see why you would do this here. 		
CF | 		
CF | > 		DavidW says, "nother room"
		Knight_Otu says, "hm."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 111, Turns: 932 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "move tile" 		
CF ] By the Major's office Score: 111, Turns: 933 		
CF | > 		
CF | > MOVE TILE 		
CF | 		
CF | You're too short to reach this. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 111, Turns: 934 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 111, Turns: 935 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storage lockers Score: 111, Turns: 936 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 111, Turns: 937 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Lab Score: 111, Turns: 938 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Lab 		
CF | This looks like an area where some serious thinking was happening. A 		
CF | few comfortable-looking armchairs and a sofa are all facing a 		
CF | blackboard, which is covered is symbols and esoteric drawings; not too 		
CF | far from the blackboard, a coffee maker is resting on a filing 		
CF | cabinet. You can go to the hallway by going north, or west to another 		
CF | part of the lab connected to this room. 		
CF | 		
CF | You can see a filing box here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on box" 		
CF ] Lab Score: 111, Turns: 939 		
CF | > 		
CF | > STAND ON BOX 		
CF | 		
CF | You enter the filing box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Lab Score: 111, Turns: 940 		
CF | > 		
CF | > OUT 		
CF | 		
CF | First, you'd have to leave the filing box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] Lab Score: 111, Turns: 941 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You leave the filing box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get box" 		
CF ] Lab Score: 111, Turns: 942 		
CF | > 		
CF | > GET BOX 		
CF | 		
CF | (putting the flathead screwdriver into the backpack to make room) 		
CF | The box is very heavy, since it's packed so densely. You pick it up 		
CF | with a grunt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway Score: 111, Turns: 943 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		DavidW says, "stand on box and books to reach tiile"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storage lockers Score: 111, Turns: 944 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway by a window Score: 111, Turns: 945 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 111, Turns: 946 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop box" 		
CF ] By the Major's office Score: 111, Turns: 947 		
CF | > 		
CF | > DROP BOX 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tile" 		
CF ] By the Major's office Score: 111, Turns: 948 		
CF | > 		
CF | > X TILE 		
CF | 		
CF | You look up towards the blinking lamp, and notice something funny. 		
CF | Someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as 		
CF | always. Right next to the picture, one of the tiles of the false 		
CF | ceiling is a bit crooked, which makes a small hole in the ceiling. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put massive on box" 		
CF ] By the Major's office Score: 111, Turns: 949 		
CF | > 		
CF | > PUT MASSIVE ON BOX 		
CF | 		
CF | (first taking the organic chemistry textbook) 		
CF | You take the organic chemistry book. Wow, it's even heavier than you 		
CF | thought. 		
CF | The box is packed so densely, you wouldn't be able to fit anything in 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on box" 		
CF ] By the Major's office Score: 111, Turns: 950 		
CF | > 		
CF | > STAND ON BOX 		
CF | 		
CF | You enter the filing box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "move tile" 		
CF ] By the Major's office Score: 111, Turns: 951 		
CF | > 		
CF | > MOVE TILE 		
CF | 		
CF | You're too short to reach this. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] By the Major's office Score: 111, Turns: 952 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You leave the filing box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn over box" 		
CF ] By the Major's office Score: 111, Turns: 953 		
CF | > 		
CF | > TURN OVER BOX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop massive" 		
CF ] By the Major's office Score: 111, Turns: 954 		
CF | > 		
CF | > DROP MASSIVE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on massive" 		
CF ] By the Major's office Score: 111, Turns: 955 		
CF | > 		
CF | > STAND ON MASSIVE 		
CF | 		
CF | You stand on the book; you are now a couple of inches taller. You get 		
CF | off the book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put box on book" 		
CF ] By the Major's office Score: 111, Turns: 955 		
CF | > 		
CF | > PUT BOX ON BOOK 		
CF | 		
CF | Do you mean the organic chemistry textbook or the nuclear physics 		
CF | textbook? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "organic" 		
CF ] By the Major's office Score: 111, Turns: 956 		
CF | > 		
CF | > ORGANIC 		
CF | 		
CF | (first taking the filing box) 		
CF | The box is very heavy, since it's packed so densely. You pick it up 		
CF | with a grunt. 		
CF | You can't put things on top of that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "move tile" 		
CF ] By the Major's office Score: 111, Turns: 957 		
CF | > 		
CF | > MOVE TILE 		
CF | 		
CF | You're too short to reach this. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put thick on massive" 		
CF ] By the Major's office Score: 111, Turns: 958 		
CF | > 		
CF | > PUT THICK ON MASSIVE 		
CF | 		
CF | (first taking the nuclear physics textbook) 		
CF | You can't put things on top of that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on massive and move tile" 		
CF ] By the Major's office Score: 111, Turns: 960 		
CF | > 		
CF | > STAND ON MASSIVE AND MOVE TILE 		
CF | 		
CF | You stand on the book; you are now a couple of inches taller. You get 		
CF | off the book. 		
CF | 		
CF | You're too short to reach this. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "empty box" 		
CF ] By the Major's office Score: 111, Turns: 960 		
CF | > 		
CF | > EMPTY BOX 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		Roger says, "hmmm stacking books does feel like the right direction to go"
		DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "drop thick" 		
CF ] By the Major's office Score: 111, Turns: 961 		
CF | > 		
CF | > DROP THICK 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on thick" 		
CF ] By the Major's office Score: 111, Turns: 962 		
CF | > 		
CF | > STAND ON THICK 		
CF | 		
CF | You stand on the book; you are now over one inch taller. You get off 		
CF | the book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stack books" 		
CF ] By the Major's office Score: 111, Turns: 962 		
CF | > 		
CF | > STACK BOOKS 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put thick book on massive book" 		
CF ] By the Major's office Score: 111, Turns: 963 		
CF | > 		
CF | > PUT THICK BOOK ON MASSIVE BOOK 		
CF | 		
CF | (first taking the nuclear physics textbook) 		
CF | You can't put things on top of that. 		
CF | 		
CF | > 		DavidW asks, "maybw book on a chair?"
		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 111, Turns: 964 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Meeting room Score: 111, Turns: 965 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Meeting room 		
CF | This looks like a meeting room, with several tables put together at 		
CF | the centre of the room, and a number of chairs around. There is a pile 		
CF | of papers on the table. You can go back to a hallway to the south or 		
CF | the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get chair" 		
CF ] Meeting room Score: 111, Turns: 966 		
CF | > 		
CF | > GET CHAIR 		
CF | 		
CF | (putting the nuclear physics textbook into the backpack to make room) 		
CF | You decide to take one of the chairs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Meeting room Score: 111, Turns: 967 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You take a deep breath; your arms are starting to burn. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Hallway by a window Score: 111, Turns: 968 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] By the Major's office Score: 111, Turns: 969 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | You can also see a organic chemistry textbook here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop chair and box" 		
CF ] By the Major's office Score: 111, Turns: 970 		
CF | > 		
CF | > DROP CHAIR AND BOX 		
CF | 		
CF | sturdy chair: You put the chair down. 		
CF | filing box: Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on chair" 		
CF ] By the Major's office Score: 111, Turns: 971 		
CF | > 		
CF | > STAND ON CHAIR 		
CF | 		
CF | You climb on the chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "move tile" 		
CF ] By the Major's office Score: 111, Turns: 972 		
CF | > 		
CF | > MOVE TILE 		
CF | 		
CF | You stretch and extend yourself as much as you can, but you're still 		
CF | short by a couple of inches. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] By the Major's office Score: 111, Turns: 973 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You leave the sturdy chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put massive on chair" 		
CF ] By the Major's office Score: 111, Turns: 974 		
CF | > 		
CF | > PUT MASSIVE ON CHAIR 		
CF | 		
CF | (first taking the organic chemistry textbook) 		
CF | You take the organic chemistry book. Wow, it's even heavier than you 		
CF | thought. 		
CF | You put the organic chemistry textbook on the sturdy chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on chair" 		
CF ] By the Major's office Score: 111, Turns: 975 		
CF | > 		
CF | > STAND ON CHAIR 		
CF | 		
CF | You climb on the chair and on the book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "move tile" 		
CF ] By the Major's office Score: 111, Turns: 976 		
CF | > 		
CF | > MOVE TILE 		
CF | 		
CF | You raise your arm, and put your hand against the ceiling tile; you 		
CF | manage to shove it out of the way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tile" 		
CF ] By the Major's office Score: 111, Turns: 977 		
CF | > 		
CF | > X TILE 		
CF | 		
CF | You look up towards the blinking lamp, and notice something funny. 		
CF | Someone drew a picture of Mr Chad, with "Wot, no sugar?" caption, as 		
CF | always. You have pushed one of the ceiling tiles out of the way to 		
CF | enter the Major's office. 		
CF | 		
CF | > 		DavidW says, "up"
Knight_Otu says (to ClubFloyd), "enter it" 		
CF ] Office of Major Westwood Score: 116, Turns: 978 		
CF | > 		
CF | > ENTER IT 		
CF | 		
CF | You look up. The space looks quite tight, but your fingers can reach 		
CF | the metal supports of the suspended ceiling. You should be able to do 		
CF | it... 		
CF | 		
CF | You take a deep breath, and jump! Then using all your strength, you 		
CF | pull yourself up into the crawl space above the tiles, grabbing the 		
CF | ceiling's supports with the tip of your fingers. Your arms are 		
CF | burning, your fingers hurt, and you are momentarily exhausted, but you 		
CF | made it! 		
CF | 		
CF | You crawl a few feet in the space above the false ceiling, then remove 		
CF | one of the tiles: you are indeed above the Major's office! You crawl 		
CF | into the opening, then drop down awkwardly. 		
CF | 		
CF | Office of Major Westwood 		
CF | The office of Major Westwood isn't that big, all things considered. 		
CF | There is a desk facing the door, with a litter bin against it, and 		
CF | three chairs -- the Major's chair looking like the most comfortable 		
CF | one. The only way is out. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Office of Major Westwood Score: 116, Turns: 979 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | The desk is rather well-made, with a careful attention to details on 		
CF | the edges and the drawers. You wonder if the Major got it imported 		
CF | from the land. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Office of Major Westwood Score: 116, Turns: 980 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | There is nothing on the nice desk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Office of Major Westwood Score: 116, Turns: 981 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the drawer, revealing a master keyring. 		
CF | 		
CF | > 		Roger says, "wooo"
Knight_Otu says (to ClubFloyd), "get keyring" 		
CF ] Office of Major Westwood Score: 121, Turns: 982 		
CF | > 		
CF | > GET KEYRING 		
CF | 		
CF | Taken. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Office of Major Westwood Score: 121, Turns: 983 		
CF | > 		
CF | > X IT 		
CF | 		
CF | This keyring, with dozens of keys on it, was in the desk drawer of the 		
CF | Major; you're guessing it contains all the keys you need here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bin" 		
CF ] Office of Major Westwood Score: 121, Turns: 984 		
CF | > 		
CF | > X BIN 		
CF | 		
CF | The litter bin has a few crumpled papers. 		
CF | 		
CF | > 		DavidW says, "yay"
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Office of Major Westwood Score: 121, Turns: 985 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | In the litter bin is a crumpled letter written by Doctor Alexander 		
CF | Grant to the Major Westwood: 		
CF | 		
CF | Major, 		
CF | I urgently request that you and your superiors reconsider the test 		
CF | scheduled for the 15th of February 1962. Our estimates for the type 		
CF | and size of bomb we are working with are several hundred kilotons 		
CF | above what we would consider safe, considering the distance between 		
CF | our island and Tristam Island. 		
CF | Our worries are not about the damage the bomb would cause to our 		
CF | island and its structures, but more about the radioactive fallout that 		
CF | has a high chance of blowing our way. Should this happen, our 		
CF | radiation exposure would be high, and remain high as the ashes deposit 		
CF | on our island. Remaining on the island would not be an option; we 		
CF | calculated with our resident doctor that the risk of cancer would 		
CF | increase one hundredfold. 		
CF | Please, we urge you to reconsider the size of the explosion, if you 		
CF | want the experimentations here to continue; a blast this size would 		
CF | render our island unlivable, and would require us to evacuate it. 		
CF | Sincerely, 		
CF | Doctor Alexander Grant 		
CF | 		
CF | Wow. Is this what happened on this island? Is this why everyone left? 		
CF | Did they go ahead with the explosion, and it exposed everybody to so 		
CF | much radiation that the island was uninhabitable? After all, you found 		
CF | this letter in the litter bin -- it doesn't sound like the Major took 		
CF | the warning very seriously. Given the state of the village, the date 		
CF | on the comic book, the songs in the jukebox, the fact people stopped 		
CF | signing up to take care of the garden after the 18th of February, it 		
CF | would make sense to guess that this island was indeed abandoned in 		
CF | February 1962... 		
CF | 		
CF | Either way, you hadn't considered how the fallout might affect this 		
CF | island -- and with it, you. You ate a fish that probably was pretty 		
CF | close to Tristam Island, touched a lot of objects... You need to 		
CF | quickly get out of this island. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chairs" 		
CF ] Office of Major Westwood Score: 121, Turns: 986 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | There are three chairs here; the Major's chair is very comfortable, 		
CF | while the chairs closest to the doors are mere wooden chairs. That's 		
CF | petty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Office of Major Westwood Score: 121, Turns: 987 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with keyring" 		
CF ] Office of Major Westwood Score: 121, Turns: 988 		
CF | > 		
CF | > UNLOCK DOOR WITH KEYRING 		
CF | 		
CF | You unlock the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Office of Major Westwood Score: 121, Turns: 989 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] By the Major's office Score: 121, Turns: 990 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | By the Major's office 		
CF | This is the door to Major Westwood's office, as the plate indicates. 		
CF | There's not much else here, and if that blinking lamp doesn't stop 		
CF | blinking soon, you're going to get a headache. You can go back south 		
CF | towards the window in the hallway. 		
CF | 		
CF | You can also see a filing box and a sturdy chair (on which is a 		
CF | organic chemistry textbook) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Hallway by a window Score: 121, Turns: 991 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hallway by a window 		
CF | In this part of the hallway, there is a large window, which goes 		
CF | almost all the way to the false ceiling; the window overlooks a grotto 		
CF | which serves as a loading bay. The fluorescent lamp to the north, near 		
CF | a door at the end of the hallway, is blinking. You can see some 		
CF | lockers to the south, and a meeting room to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Storage lockers Score: 121, Turns: 992 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Storage lockers 		
CF | The hallway runs north towards a window and a door at the end of the 		
CF | hallway, or west towards a lab. East is a door to a staircase, which 		
CF | is closed. A few lockers are against the south wall; they are all 		
CF | open, except one, which has a hanging combination lock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with keyring" 		
CF ] Storage lockers Score: 121, Turns: 993 		
CF | > 		
CF | > UNLOCK DOOR WITH KEYRING 		
CF | 		
CF | Oddly enough, you can't find the key to this door on the keyring. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Storage lockers Score: 121, Turns: 994 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 121, Turns: 995 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | This seems to be like a central part of this underground complex. 		
CF | Paths go west along the hallway, east towards some lockers, south to 		
CF | what looks like a research lab, and north to a sort of meeting room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway Score: 121, Turns: 996 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hallway 		
CF | You are standing in a wide hallway, under the bright white light of a 		
CF | fluorescent lamp. Going north takes you back towards the lobby and the 		
CF | elevator; the hallway turns here and continues east, or you can enter 		
CF | what looks like a lab to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lobby Score: 121, Turns: 997 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Lobby 		
CF | You are by an elevator, north of you. This looks like an underground 		
CF | complex, with a long hallway going southwards, dimly lit by pale 		
CF | florescent lights fixed to a false ceiling, leading to various rooms 		
CF | to explore, none of which have doors. However, to the west, you can 		
CF | see a door, with a plate that reads "COMMS ROOM" -- at last, a way to 		
CF | use the radio and send an SOS message! There is a small desk here, 		
CF | facing the elevator; above the desk is a poster of the explosion of an 		
CF | atom bomb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door" 		
CF ] Lobby Score: 121, Turns: 998 		
CF | > 		
CF | > UNLOCK DOOR 		
CF | 		
CF | To unlock this door, you'll have to specify with which key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with keyring" 		
CF ] Lobby Score: 121, Turns: 999 		
CF | > 		
CF | > UNLOCK DOOR WITH KEYRING 		
CF | 		
CF | You unlock the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Lobby Score: 121, Turns: 1000 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't, since the door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Lobby Score: 121, Turns: 1001 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Comms room Score: 121, Turns: 1002 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Comms room 		
CF | At last, you have managed to enter the island's communications room. 		
CF | You just need to figure out how to send an SOS, and you'll be able to 		
CF | be rescued from this island! One large radio transmitter is in this 		
CF | room. On a desk, you can see a microphone with a small button on its 		
CF | stand, and a pair of headphones on the desk. The only way is out, to 		
CF | the east. 		
CF | 		
CF | You can also see a note here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x note" 		
CF ] Comms room Score: 121, Turns: 1003 		
CF | > 		
CF | > X NOTE 		
CF | 		
CF | The paper note taped to the radio lists a few frequencies, but it's 		
CF | the first one that interests you the most: "Coast Guards: 12.4035 Mc". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x transmitter" 		
CF ] Comms room Score: 121, Turns: 1004 		
CF | > 		
CF | > X TRANSMITTER 		
CF | 		
CF | One large radio transmitter is in this room. On a desk, you can see a 		
CF | microphone with a small button on its stand. The dial of the 		
CF | transmitter on the desk, above a wide access panel, is unusually 		
CF | large, which makes it easy to read precisely the frequency currently 		
CF | in use; a large knob below controls the frequency. 		
CF | 		
CF | The transmitter is on, and currently set to the frequency of 12.4020 		
CF | Mc. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set transmitter to 12.4035" 		
CF ] Comms room Score: 121, Turns: 1005 		
CF | > 		
CF | > SET TRANSMITTER TO 12.4035 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob" 		
CF ] Comms room Score: 121, Turns: 1006 		
CF | > 		
CF | > TURN KNOB 		
CF | 		
CF | You'll have to specify if you want to turn it left of right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob right" 		
CF ] Comms room Score: 121, Turns: 1007 		
CF | > 		
CF | > TURN KNOB RIGHT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4040 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob left" 		
CF ] Comms room Score: 121, Turns: 1008 		
CF | > 		
CF | > TURN KNOB LEFT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4027 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob right" 		
CF ] Comms room Score: 121, Turns: 1009 		
CF | > 		
CF | > TURN KNOB RIGHT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4047 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob left" 		
CF ] Comms room Score: 121, Turns: 1010 		
CF | > 		
CF | > TURN KNOB LEFT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4034 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "connect cable to microphone" 		
CF ] Comms room Score: 121, Turns: 1011 		
CF | > 		
CF | > CONNECT CABLE TO MICROPHONE 		
CF | 		
CF | I don't understand what you want to do with the cable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "connect cable to transmitter" 		
CF ] Comms room Score: 121, Turns: 1012 		
CF | > 		
CF | > CONNECT CABLE TO TRANSMITTER 		
CF | 		
CF | I don't understand what you want to do with the cable. 		
CF | 		
CF | > 		Roger asks, "something to be oiled?"
		Knight_Otu says, "If we had oil, maybe."
Knight_Otu says (to ClubFloyd), "x microphone" 		
CF ] Comms room Score: 121, Turns: 1013 		
CF | > 		
CF | > X MICROPHONE 		
CF | 		
CF | One large radio transmitter is in this room. On a desk, you can see a 		
CF | microphone with a small button on its stand. The dial of the 		
CF | transmitter on the desk, above a wide access panel, is unusually 		
CF | large, which makes it easy to read precisely the frequency currently 		
CF | in use; a large knob below controls the frequency. 		
CF | 		
CF | The transmitter is on, and currently set to the frequency of 12.4034 		
CF | Mc. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x button" 		
CF ] Comms room Score: 121, Turns: 1014 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | One large radio transmitter is in this room. On a desk, you can see a 		
CF | microphone with a small button on its stand. The dial of the 		
CF | transmitter on the desk, above a wide access panel, is unusually 		
CF | large, which makes it easy to read precisely the frequency currently 		
CF | in use; a large knob below controls the frequency. 		
CF | 		
CF | The transmitter is on, and currently set to the frequency of 12.4034 		
CF | Mc. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Comms room Score: 121, Turns: 1015 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You should probably wear the headphones first, to listen for an 		
CF | answer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear headphones" 		
CF ] Comms room Score: 121, Turns: 1016 		
CF | > 		
CF | > WEAR HEADPHONES 		
CF | 		
CF | (first taking the headphones) 		
CF | You put the headphones on. There doesn't seem to be any noise coming 		
CF | in the headphones. Maybe the radio isn't working properly? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x radio" 		
CF ] Comms room Score: 121, Turns: 1017 		
CF | > 		
CF | > X RADIO 		
CF | 		
CF | One large radio transmitter is in this room. On a desk, you can see a 		
CF | microphone with a small button on its stand. The dial of the 		
CF | transmitter on the desk, above a wide access panel, is unusually 		
CF | large, which makes it easy to read precisely the frequency currently 		
CF | in use; a large knob below controls the frequency. 		
CF | 		
CF | The transmitter is on, and currently set to the frequency of 12.4034 		
CF | Mc. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dial" 		
CF ] Comms room Score: 121, Turns: 1018 		
CF | > 		
CF | > X DIAL 		
CF | 		
CF | The Geiger counter is currently on; the needle on the dial is around 		
CF | 1000 counts per minute. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob right" 		
CF ] Comms room Score: 121, Turns: 1019 		
CF | > 		
CF | > TURN KNOB RIGHT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4054 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob left" 		
CF ] Comms room Score: 121, Turns: 1020 		
CF | > 		
CF | > TURN KNOB LEFT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4041 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob left" 		
CF ] Comms room Score: 121, Turns: 1021 		
CF | > 		
CF | > TURN KNOB LEFT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4028 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob right" 		
CF ] Comms room Score: 121, Turns: 1022 		
CF | > 		
CF | > TURN KNOB RIGHT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4048 Mc frequency. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn knob left" 		
CF ] Comms room Score: 126, Turns: 1023 		
CF | > 		
CF | > TURN KNOB LEFT 		
CF | 		
CF | The knob is rusty and not very precise anymore. You try your best to 		
CF | keep a light touch, but you land on the 12.4035 Mc frequency. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Comms room Score: 126, Turns: 1024 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You push the microphone's button and call for help repeatedly on the 		
CF | frequency 12.4035 Mc, but you get no response. In fact, there doesn't 		
CF | seem to be any noise coming in the headphones. Maybe the radio isn't 		
CF | working properly? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x headphones" 		
CF ] Comms room Score: 126, Turns: 1025 		
CF | > 		
CF | > X HEADPHONES 		
CF | 		
CF | One large radio transmitter is in this room. On a desk, you can see a 		
CF | microphone with a small button on its stand. The dial of the 		
CF | transmitter on the desk, above a wide access panel, is unusually 		
CF | large, which makes it easy to read precisely the frequency currently 		
CF | in use; a large knob below controls the frequency. 		
CF | 		
CF | The transmitter is on, and currently set to the frequency of 12.4035 		
CF | Mc. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cable" 		
CF ] Comms room Score: 126, Turns: 1026 		
CF | > 		
CF | > X CABLE 		
CF | 		
CF | This is a cable you took in the comms guy's locker. You hope it's the 		
CF | right one. 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "put cable in radio" 		
CF ] Comms room Score: 126, Turns: 1027 		
CF | > 		
CF | > PUT CABLE IN RADIO 		
CF | 		
CF | You can't, since the radio transmitter is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open transmitter" 		
CF ] Comms room Score: 126, Turns: 1028 		
CF | > 		
CF | > OPEN TRANSMITTER 		
CF | 		
CF | You open the access panel of the radio, revealing some wires and a 		
CF | melted cable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put cable in radio" 		
CF ] Comms room Score: 131, Turns: 1029 		
CF | > 		
CF | > PUT CABLE IN RADIO 		
CF | 		
CF | (first taking the cable) 		
CF | You carefully remove the melted cable, and replace it with the cable 		
CF | you found in the locker. That should do it. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | > 		DavidW says, "sorry. lost connection"
		Knight_Otu asks, "For how long?"
		DavidW says, "you were opening a door"
		DavidW says, "in lobby"
		Knight_Otu says, "We're in the comms room now.Not sure how much of a recap you'll need, but we hopefully managed to repair the radio."
		Knight_Otu says, "And dealt with an annoyingly imprecise knob."
		DavidW says, "well dont wait on me"
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Comms room Score: 136, Turns: 1030 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You push the microphone's button and call for help repeatedly on the 		
CF | frequency 12.4035 Mc, but you get no response -- nothing but static. 		
CF | You're about to take the headphones off, when... 		
CF | "Namibian Coast Guards here. SOS, can you hear me?" 		
CF | "YES!" 		
CF | You frantically push the button, and establish contact with them -- 		
CF | the first people you have talked to in a long while, and your lifeline 		
CF | here. After a few hours, they are able to confirm your position, and 		
CF | tell you to stand by. 		
CF | 		
CF | It takes a few more days, but when you see the helicopter approaching, 		
CF | you yelp in delight. The helicopter lands on the field in front of the 		
CF | white house, and a British officer gets off the helicopter. "How do 		
CF | you do. My name is Colonel Bradley, and I'm here to take you home. Are 		
CF | you ready?" 		
CF | "I've never been more ready to go home, Colonel." 		
CF | He smiles. "Good. Glad we could find you so quickly. Get in." 		
CF | 		
CF | As you get in the helicopter, you hear a squawk. You turn around and 		
CF | smile: the albatross is here, looking at you with a quizzical look. 		
CF | "Goodbye, friend!" you say as you wave at it. 		
CF | The bird doesn't reply, but you imagine it must be thanking you for 		
CF | the fish... The thought makes you smile. 		
CF | 		
CF | And as the helicopter gains altitude, you look back down at Tristam 		
CF | Island. The small, charred, destroyed island is soon nothing more than 		
CF | a speck in the middle of the Atlantic Ocean; but you're taking its 		
CF | secret home with you. 		
CF | 		
CF | [The score has just gone up by 5 points.] 		
CF | 		
CF | 		
CF | *** You have won. *** 		
CF | 		
CF | In that game you scored 136 out of a possible 150, in 1030 turns, thus 		
CF | giving you the rank of: Curious Explorer. 		
CF | 		
CF | Would you like to RESTART, RESTORE or QUIT? 		DavidW says, "yay winning"
		Knight_Otu says, "Whew."
		Knight_Otu says, "I didn't quite keep track, but I imagine the remaining points are just turning off the electric devices in certain places, and listening to the music."
		DavidW says, "thanh you for driving"
		DavidW says, "thank"
		Knight_Otu says, "Thank you for your help in this here basement."
		DavidW says, "thanks for the game also"
		DavidW says, "no prob"
		Knight_Otu says, "Thank you Roger for flushing out that rat."
		DavidW says, "gonna sign off and take a pill. Headache starting."
		Knight_Otu says, "Take care, David."
		MoyTravis says, "Take care."
		Roger says, "no problem. I suspect we would have been banging our head against that for some time"
		Roger exclaims, "cheers, DavidW!"
		DavidW says, "bye all. thx."
DavidW goes home. 		
DavidW has disconnected. 		MoyTravis says, "Thanks for driving. Cya'll later."
MoyTravis 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 says (to Roger), "Yeah, especially since most of the time, the buckets were treated as the same things."
Roger 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, everyone, and stay safe!"
Knight_Otu goes home.	



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ClubFloyd Transcript:
Grandma Bethlinda's Remarkable Egg by Arthur DiBianca
As played on ifMUD on October 24, 2021

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 Grandma Bethlinda's Remarkable Egg written by Arthur DiBianca. Grandma Bethlinda's Remarkable Egg was released as part of the 2021 Interactive Fiction Competition, in which it took 23rd 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 grandmaegg" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | Everyone should try being an amateur magician, right? This latest 		
CF | trick seemed very straightforward, and you thought you followed all 		
CF | the directions, but after cuffing your hands behind your back, you 		
CF | couldn't get them out. And the key was nowhere to be found. And no one 		
CF | else is home. And there's a GAG Club meeting tonight! 		
CF | 		
CF | Just as you're about to crash through your door and run down the 		
CF | street crying for help, a ray of hope strikes you. Your cousin Buck 		
CF | recently brought over that "Remarkable Egg" he used to brag about. 		
CF | It's supposed to do all manner of things. Didn't he once mention 		
CF | something about picking locks? Can this egg save you? 		
CF | 		
CF | Press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | Press SPACE to continue. 		
CF | 		
CF | 		
CF | 		
CF | Grandma Bethlinda's Remarkable Egg 		
CF | A novelty by Arthur DiBianca 		
CF | Release 1 / Serial number 210922 / Inform 7 build 6L38 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Special thanks to Andy Fleming, Lorne Harris, Isaac Orf, and Luke 		
CF | Pebler for testing, and to Nadia Bellazola for cover art. 		
CF | 		
CF | 		
CF | 		
CF | Kitchen 		
CF | This is your modest little kitchen. A warm breeze drifts in through an 		
CF | open window. There's a wooden table with a large white egg sitting on 		
CF | it. Next to the egg is a handwritten note. 		
CF | 		
CF | (Type HELP for some helpful general info.) 		
CF | 		
CF | > 		DavidW says, "I shouldn't drive for this, since I have played it."
		Roger says, "I'm always up for HELP"
		Knight_Otu asks, "So HELP isn't spoilery, right?"
Knight_Otu says (to ClubFloyd), "help" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > HELP 		
CF | 		
CF | Your primary goal is to get these stupid handcuffs off. 		
CF | 		
CF | - You can SAVE, LOAD, RESTART, QUIT, or get a brief note ABOUT the 		
CF | game. 		
CF | - You can LOOK (L). 		
CF | - You can EXAMINE things (abbreviation X). 		
CF | - You can WAIT (Z) to pass a little time and see what happens. 		
CF | - Type COMMANDS (COM) for a list of used and unused egg commands. 		
CF | - Type EXTRA for a list of potential Extra Credit points. 		
CF | 		
CF | You can type any other word to give a command to the egg. 		
CF | 		
CF | (Note, Grandma Bethlinda's Remarkable Egg is 		
CF | unlosable. Try whatever you want!) 		
CF | 		
CF | > 		DavidW says, "help is good"
		Roger says, "hunh"
		Knight_Otu says, "Unloseable is good."
Knight_Otu says (to ClubFloyd), "about" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | Grandma Bethlinda's Remarkable Egg is (obviously) a love 		
CF | letter to Grandma Bethlinda International, Inc. I've been a fan of the 		
CF | company almost since it was founded, and I've spent way too much money 		
CF | on its products. I bought a Variety Box as soon as I could get my 		
CF | hands on one, and my Remarkable Egg still sees daily use. The stuff is 		
CF | durable. 		
CF | 		
CF | Thanks to Carol and Will at GBI for permission to use the trademarks. 		
CF | 		
CF | Comments are welcome. Drop me a line at <a_dibianca@yahoo.com>. 		
CF | 		
CF | > 		DavidW says, "It's a limited command set, but you have to discover it. COM keeps track."
		Knight_Otu says, "I mean, it's by the author of The Wand, so it's not much of a surprise."
		DavidW says, "I haven't played the previous game that inspired this one, the Variety Box."
Knight_Otu says (to ClubFloyd), "x note" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X NOTE 		
CF | 		
CF | It's a note from your cousin Buck. It says, "Here you go! It got kind 		
CF | of shaken up when we moved, but I think it still works. It's all voice 		
CF | commands! You say ACTIVATE to turn it on. I lost the manual ages ago 		
CF | (sorry), but you can also ask for a TUTORIAL." 		
CF | 		
CF | > 		DavidW says, "yeah, this is very much in his style. Same with Temple of Shorgil."
Knight_Otu says (to ClubFloyd), "x egg" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X EGG 		
CF | 		
CF | The egg is about two feet tall. It stands upright, somehow. You can 		
CF | see faint outlines of rivets running around the egg in several places. 		
CF | 		
CF | > 		Knight_Otu asks, "Two feet tall?"
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | You got this table from your aunt, who believes that sturdiness is 		
CF | next to godliness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "activate" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ACTIVATE 		
CF | 		
CF | The egg starts to hum quietly. 		
CF | 		
CF | > 		DavidW says, "There's a ton of stuff in it. Two-feet hardly seems big enough in retrospect."
		Knight_Otu asks, "Shall we ask for a tutorial?"
		DavidW says, "yes"
		Knight_Otu says, "I mean, I guess it can do alot of stuff, but I didn't quite expect ostrich egg dimensions (guesstimating here)."
Knight_Otu says (to ClubFloyd), "tutorial" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > TUTORIAL 		
CF | 		
CF | The egg does not respond. (It must still be starting up.) 		
CF | 		
CF | A square panel on the egg slides back, revealing a display. A new 		
CF | message appears: "Please stand by." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The hum gets louder for a moment. The egg quivers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear a bell, and the display changes: "Grandma Bethlinda's 		
CF | Remarkable Egg is ready to go!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tutorial" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > TUTORIAL 		
CF | 		
CF | You hear an unpleasant grating sound followed by a long beep. A new 		
CF | message appears: "ERROR. Multiple malfunctions detected. Please 		
CF | conduct DIAGNOSTIC." 		
CF | 		
CF | Oh, brother. 		
CF | 		
CF | > 		Knight_Otu says, "I thought cousin, not brother. (Sorry.)"
		DavidW says, "heh"
Knight_Otu says (to ClubFloyd), "diagnostic" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DIAGNOSTIC 		
CF | 		
CF | The egg beeps five times. A new message appears: "Diagnostic process 		
CF | initiated. Please stand by." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "Diagnostic report: Multiple modules severely 		
CF | addled. Unit malfunctions detected. Initiating auto-repair process." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear sounds of hammering inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear a strange whirring sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "Auto-repair update: Command operations partly 		
CF | restored." 		
CF | 		
CF | (Note, you can type COMMANDS or COM for a reminder of the commands you 		
CF | have seen and/or tried.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tutorial" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > TUTORIAL 		
CF | 		
CF | You hear a series of pleasant chimes, and a new message appears: 		
CF | "Welcome to the official Grandma Bethlinda's Remarkable Egg tutorial! 		
CF | Let's look at a few of the things your Egg can do!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "The Egg offers several colors and metallic 		
CF | finishes to complement your decor. Try BLUE!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "blue" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BLUE 		
CF | 		
CF | The egg vibrates and slowly turns a pleasant shade of light blue. 		
CF | 		
CF | A new message appears: "The Egg can engage in a number of interactive 		
CF | games. Let's have a little CATCH!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "catch" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CATCH 		
CF | 		
CF | A mechanical hand emerges from the top of the egg and launches a 		
CF | bright red ball at you. Since you're unable to field it, the ball 		
CF | bounces off your face and rolls into a corner. 		
CF | 		
CF | A new message appears: "You'll be thrilled that your Egg can help with 		
CF | a variety of household tasks. Dirty floor? Just say SWEEP!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | The egg gives a long beep. A new message appears: "ERROR. Unit is 		
CF | filthy and may not go out." 		
CF | 		
CF | A new message appears: "Your Egg offers a number of entertainment 		
CF | options. How about a little MUSIC?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "music" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > MUSIC 		
CF | 		
CF | A small speaker emerges from the egg, and the "Belle of Chicago" march 		
CF | starts to play. 		
CF | 		
CF | A new message appears: "That should get you started, but of course the 		
CF | Egg does so much more! Consult your manual for complete information. 		
CF | If you ever lose your manual, you can always print another one with 		
CF | the MANUAL command." 		
CF | 		
CF | > 		Knight_Otu says, "(I suspect that'll be an error - out of paper.)"
Knight_Otu says (to ClubFloyd), "unlock" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNLOCK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Thank you for completing the official Grandma 		
CF | Bethlinda's Remarkable Egg tutorial!" 		
CF | 		
CF | > 		Roger says, "could be"
Knight_Otu says (to ClubFloyd), "unlock" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNLOCK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "manual" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > MANUAL 		
CF | 		
CF | You hear a weak grinding sound inside the egg. A new message appears: 		
CF | "Out of paper." 		
CF | 		
CF | > 		DavidW says, "heh heh"
		Knight_Otu exclaims, "I knew it!"
Roger says (to floyd), "xyzzy" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > XYZZY 		
CF | 		
CF | You try to pronounce that strange word about six different ways, but 		
CF | the egg does not respond to any of them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | The egg beeps. A new message appears: "ERROR. Command inoperative." 		
CF | 		
CF | You hear ratcheting inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pray" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > PRAY 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a humming sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > I 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a drilling sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X ME 		
CF | 		
CF | It's a good thing you don't have a mirror handy, because you wouldn't 		
CF | want to see the look on your face right now. 		
CF | 		
CF | A new message appears: "Auto-repair progress: LAVENDER, RETRIEVE, SWAT 		
CF | restored." 		
CF | 		
CF | > 		Roger says, "that"
		Roger says, "that's clever"
Knight_Otu says (to ClubFloyd), "retrieve" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RETRIEVE 		
CF | 		
CF | An iris hatch opens, and an ungainly little robot drops out of the 		
CF | egg. It hops off the table and waddles over to the red ball, which it 		
CF | grabs and brings back to the egg. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
Knight_Otu says (to ClubFloyd), "green" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GREEN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lavender" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > LAVENDER 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a pleasant 		
CF | lavender fragrance. 		
CF | 		
CF | > 		DavidW says, "You can CATCH again if you want the ball back."
		Knight_Otu says, "Sure."
		DavidW says, "don't forget that COM summarizes your known commands."
Knight_Otu says (to ClubFloyd), "sing" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SING 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: SWAT 		
CF | 		
CF | Commands you have tried unsuccessfully: DANCE, MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, BLUE, CATCH, 		
CF | DIAGNOSTIC, LAVENDER, MUSIC, RETRIEVE, TUTORIAL 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "swat" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SWAT 		
CF | 		
CF | A mechanical arm appears holding a pretty tough-looking flyswatter. It 		
CF | brandishes it for a few seconds, but finding nothing to attack, goes 		
CF | back into the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "clean" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CLEAN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "move" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > MOVE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		DavidW says, "I tried other colours, since BLUE worked."
Knight_Otu says (to ClubFloyd), "yellow" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > YELLOW 		
CF | 		
CF | The egg vibrates and slowly turns a pale yellow. 		
CF | 		
CF | You hear a whizzing sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "black" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BLACK 		
CF | 		
CF | The egg vibrates and slowly turns a fashionable black. 		
CF | 		
CF | A new message appears: "WARNING. Auto-repair system halted. Auditory 		
CF | calibration required. Please say ONE." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "one" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ONE 		
CF | 		
CF | After a pause, a new message appears: "That sounded like 'sixteen.' 		
CF | Please stand by." 		
CF | 		
CF | You hear a wrenching sound inside the egg. 		
CF | 		
CF | > 		Knight_Otu says, "Well."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "Please say ONE again." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "one" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ONE 		
CF | 		
CF | After a pause, a new message appears: "That sounded like 'three.' 		
CF | Getting closer. Please stand by." 		
CF | 		
CF | You hear a wrenching sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "Please say ONE again." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "one" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ONE 		
CF | 		
CF | After a pause, a new message appears: "Auditory calibration complete. 		
CF | Thank you. Resuming auto-repair." 		
CF | 		
CF | > 		Knight_Otu says, "I half-expected a "sounded like minus ten" or something."
		DavidW says, "heh"
Knight_Otu says (to ClubFloyd), "black" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BLACK 		
CF | 		
CF | The egg beeps twice. 		
CF | 		
CF | You hear a hammering sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "gold" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GOLD 		
CF | 		
CF | The egg vibrates and slowly takes on a dazzling gold finish. 		
CF | 		
CF | You hear ratcheting inside the egg. 		
CF | 		
CF | The march ends. The speaker retreats into the egg. 		
CF | 		
CF | { You just got the Extra Credit point for Shiny! Well 		
CF | done! } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "rainbow" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RAINBOW 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a gurgling sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "silver" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SILVER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair progress: WEATHER, ALARM, BRICK 		
CF | restored." 		
CF | 		
CF | > 		Roger says, "oh maybe it'll do that thing that it wouldn't do before because dirty"
		DavidW says, "EXTRA shows the achievements possible/known/done"
Knight_Otu says (to ClubFloyd), "weather" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > WEATHER 		
CF | 		
CF | The egg projects an image of a raincloud on the wall. You hear the 		
CF | synthesized voice of an old lady: "Today will be warm and pleasant, 		
CF | but rain is coming! Heavy showers tonight and all day tomorrow. Cooler 		
CF | temperatures will follow." She concludes with the usual numerical 		
CF | data. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "alarm" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ALARM 		
CF | 		
CF | An uncomfortably loud siren starts to wail from the egg. Fortunately, 		
CF | it doesn't last long. 		
CF | 		
CF | > 		Knight_Otu says, "Heh."
Knight_Otu says (to ClubFloyd), "brick" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BRICK 		
CF | 		
CF | A mechanical hand tosses out a brick, which lands in the middle of the 		
CF | floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wall" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > WALL 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "game" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GAME 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "news" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > NEWS 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a clanking sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | Greetings 		
CF | (Shiny - done) 		
CF | Vroom, Vroom 		
CF | Sweep Up 		
CF | Grrrr 		
CF | 		
CF | You have 1 Extra Credit point. 		
CF | 		
CF | (Note, some Extra Credit is challenging, and may require you to think 		
CF | of commands that aren't stated in the game!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tv" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > TV 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "WARNING. Auto-repair system halted. 		
CF | Maintenance supplies depleted. RESUPPLY required." 		
CF | 		
CF | > 		
Roger says (to floyd), "defenestrate" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DEFENESTRATE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "resupply" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RESUPPLY 		
CF | 		
CF | The egg beeps twice. A new message appears: "DRONE unit required. (See 		
CF | manual page 17.)" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drone" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DRONE 		
CF | 		
CF | An iris hatch opens, and a small propeller-driven drone hums out. It 		
CF | flies around the kitchen a bit, then settles down to hover near the 		
CF | window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "resupply" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RESUPPLY 		
CF | 		
CF | The egg emits a strange whistle. The drone zips through the window and 		
CF | disappears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "name" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > NAME 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "camera" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CAMERA 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shower" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SHOWER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | The egg gives a long beep. A new message appears: "ERROR. Unit is 		
CF | filthy and may not go out." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "water" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > WATER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > LIGHT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bronze" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BRONZE 		
CF | 		
CF | The egg vibrates and slowly takes on a lustrous bronze finish. 		
CF | 		
CF | The drone reappears through the window, carrying a small sack of some 		
CF | kind. It hums over to the egg and drops the sack inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: DANCE, MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, ALARM, BLACK, BLUE, 		
CF | BRICK, BRONZE, CATCH, DIAGNOSTIC, DRONE, GOLD, LAVENDER, MUSIC, ONE, 		
CF | RESUPPLY, RETRIEVE, SWAT, TUTORIAL, WEATHER, YELLOW 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "count" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COUNT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "manual" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > MANUAL 		
CF | 		
CF | The egg beeps twice. A new message appears: "Out of paper." 		
CF | 		
CF | A new message appears: "Supplies processed. Resuming auto-repair." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "manual" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > MANUAL 		
CF | 		
CF | The egg beeps twice. A new message appears: "Out of paper." 		
CF | 		
CF | You hear a gurgling sound inside the egg. 		
CF | 		
CF | > 		
Roger says (to floyd), "sweep" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | The egg gives a long beep. A new message appears: "ERROR. Unit is 		
CF | filthy and may not go out." 		
CF | 		
CF | You hear ratcheting inside the egg. 		
CF | 		
CF | > 		DavidW says, "The supplies don't include paper."
		Knight_Otu says, "No paper among the ... right."
		Roger says, "oh well"
Roger says (to floyd), "WAIT" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear a tapping sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep self" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SWEEP SELF 		
CF | 		
CF | (The egg only understands one-word commands. Type HELP for helpful 		
CF | general info.) 		
CF | 		
CF | > 		
Roger says (to floyd), "HATCH" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > HATCH 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair progress: RACECAR, BONE, STEAM 		
CF | restored." 		
CF | 		
CF | > 		Knight_Otu says, "Thought so."
		Knight_Otu asks, "BONE!?"
Knight_Otu says (to ClubFloyd), "bone" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BONE 		
CF | 		
CF | A mechanical hand appears and tosses a small bone across the kitchen. 		
CF | It lands on the floor by the stove. 		
CF | 		
CF | > 		Roger says, "this egg will do everything"
Knight_Otu says (to ClubFloyd), "x bone" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X BONE 		
CF | 		
CF | It's bone-shaped, but it might not actually be a real bone. It's too 		
CF | shiny. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "retrieve" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RETRIEVE 		
CF | 		
CF | An iris hatch opens, and an ungainly little robot drops out of the 		
CF | egg. It hops off the table and waddles around the floor. It grabs the 		
CF | bone and the brick, and brings them back to the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "steam" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > STEAM 		
CF | 		
CF | Some vents open near the top of the egg, and thick steam pours out, 		
CF | filling the kitchen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "racecar" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RACECAR 		
CF | 		
CF | An iris hatch opens, and a small racecar drops onto the table. It 		
CF | rolls to the edge of the table, but stops, apparently dismayed by the 		
CF | long drop. It backs up to the egg, and a mechanical hand lifts it 		
CF | inside. 		
CF | 		
CF | The steam dissipates. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ramp" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RAMP 		
CF | 		
CF | A slot opens in the side of the egg. You hear a chittering sound like 		
CF | an old printer, and with surprising speed, a platform extends from the 		
CF | slot. When it gets long enough, the egg releases it and it tilts down 		
CF | to the floor, creating a functional ramp. 		
CF | 		
CF | A new message appears: "WARNING. Auto-repair system blocked. 		
CF | Maintenance needed. Please bring this Egg to a licensed repair 		
CF | facility, or provide the user maintenance password." 		
CF | 		
CF | (If Buck set this up, the password is probably PASSWORD, because 		
CF | that's what he always uses. At least, that's what he told you once in 		
CF | an email.) 		
CF | 		
Roger says (to floyd), "roll" 		
CF | > 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ROLL 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		DavidW says, "oo, you guessed RAMP a lot faster than I did."
		Knight_Otu says, "Seemed the right thing for the car."
		DavidW says, "it is indeed"
Knight_Otu says (to ClubFloyd), "password" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > PASSWORD 		
CF | 		
CF | A new message appears: "Password accepted. Entering user maintenance 		
CF | mode." 		
CF | 		
CF | A slot opens, and a relay module extends from the egg. 		
CF | 		
CF | A new message appears: "Return segments to correct order. Use 		
CF | maintenance commands ONE, TWO, THREE." 		
CF | 		
CF | (Pro tip: You can type 1, 2, 3 instead.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first linkage of the module rotates. The segment order is now 		
CF | B-D-C-A. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first linkage of the module rotates. The segment order is now 		
CF | D-B-C-A. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 3 		
CF | 		
CF | The third linkage of the module rotates. The segment order is now 		
CF | D-B-A-C. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second linkage of the module rotates. The segment order is now 		
CF | D-A-B-C. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first linkage of the module rotates. The segment order is now 		
CF | A-D-B-C. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second linkage of the module rotates. The segment order is now 		
CF | A-B-D-C. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 3 		
CF | 		
CF | The third linkage of the module rotates. The segment order is now 		
CF | A-B-C-D. 		
CF | 		
CF | The module slides back into the egg. A new message appears: "Module 		
CF | restored. Resuming auto-repair." 		
CF | 		
CF | > 		Knight_Otu says, "Well, well, let's racecar again."
Knight_Otu says (to ClubFloyd), "racecar" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RACECAR 		
CF | 		
CF | An iris hatch opens, and a small racecar drops onto the table. It 		
CF | rolls down the ramp and starts zooming around the floor. 		
CF | 		
CF | You hear a gurgling sound inside the egg. 		
CF | 		
CF | { You just got the Extra Credit point for Vroom, Vroom! 		
CF | Well done! } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | Greetings 		
CF | (Shiny - done) 		
CF | (Vroom, Vroom - done) 		
CF | Sweep Up 		
CF | Grrrr 		
CF | 		
CF | You have 2 Extra Credit points. 		
CF | 		
CF | (Note, some Extra Credit is challenging, and may require you to think 		
CF | of commands that aren't stated in the game!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: DANCE, MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, ALARM, BLACK, BLUE, 		
CF | BONE, BRICK, BRONZE, CATCH, DIAGNOSTIC, DRONE, GOLD, LAVENDER, MUSIC, 		
CF | ONE, PASSWORD, RACECAR, RAMP, RESUPPLY, RETRIEVE, STEAM, SWAT, THREE, 		
CF | TUTORIAL, TWO, WEATHER, YELLOW 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | The egg beeps. A new message appears: "ERROR. Command inoperative." 		
CF | 		
CF | You hear ratcheting inside the egg. 		
CF | 		
CF | > 		
Roger says (to floyd), "grandma" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GRANDMA 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a tapping sound inside the egg. 		
CF | 		
CF | > 		
Roger says (to floyd), "remark" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > REMARK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair progress: AIRPLANE, SELFWASH, 		
CF | LULLABY restored." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "selfwash" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SELFWASH 		
CF | 		
CF | A mechanical arm emerges from the egg holding a nozzle. It sprays 		
CF | water all over the egg. Then a second arm appears holding a towel, and 		
CF | quickly dries it off. All this is achieved without getting the note 		
CF | wet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | The egg gives a long beep. A new message appears: "ERROR. Unit is 		
CF | filthy and may not go out." 		
CF | 		
CF | > 		DavidW says, "The command you were looking for there was BETHLINDA."
Roger says (to floyd), "bethlinda" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BETHLINDA 		
CF | 		
CF | A small port opens, and the egg projects a convincing 3-D hologram of 		
CF | an old lady. She says, "I am Grandma Bethlinda, of course, and I have 		
CF | a special offer for every customer: if you mail in the reply card at 		
CF | the back of your original manual, I'll send you a free Remarkable Egg 		
CF | paperweight! It looks just like a miniature version of the real 		
CF | thing!" The hologram fades away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wash" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > WASH 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lullaby" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > LULLABY 		
CF | 		
CF | A small speaker emerges from the egg, and the synthesized voice of an 		
CF | old lady begins singing a wordless lullaby. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "rock" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ROCK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | An iris hatch opens, and an airplane drops out of the egg. It starts 		
CF | its propeller, then rolls along the table and takes flight! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "box" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BOX 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair halted for internal inventory. 		
CF | Please recall all units and other items to the Egg." 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "recall" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RECALL 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The lullaby ends. The speaker retreats into the egg. 		
CF | 		
CF | The airplane flies through the middle of the kitchen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | The plane makes an unsteady landing on the table. It taxis over to the 		
CF | egg, and a mechanical arm lifts it inside. 		
CF | 		
CF | > 		DavidW says, "retrieve"
Knight_Otu says (to ClubFloyd), "retrieve" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RETRIEVE 		
CF | 		
CF | An iris hatch opens, and an ungainly little robot drops out of the 		
CF | egg. It waddles around the floor looking for things, but finds nothing 		
CF | and jumps back inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "racecar" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RACECAR 		
CF | 		
CF | The racecar drives back up the ramp. A mechanical hand lifts it into 		
CF | the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ramp" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > RAMP 		
CF | 		
CF | The egg beeps twice. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | > 		DavidW says, "The ramp never retracts."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | This is your modest little kitchen. A warm breeze drifts in through an 		
CF | open window. There's a wooden table with a large bronze egg sitting on 		
CF | it. Next to the egg is a handwritten note. A ramp runs from the table 		
CF | down to the floor. 		
CF | 		
CF | A small drone is hovering near the window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drone" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DRONE 		
CF | 		
CF | The drone flies back inside the egg. 		
CF | 		
CF | The egg gives a long beep. A new message appears: "Beginning internal 		
CF | inventory. Please stand by." 		
CF | 		
CF | > 		Knight_Otu says, "Forgot about the drone."
Roger says (to floyd), "sleep" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a rummaging sound from the egg. A new message appears: "Unit 		
CF | inventory complete." 		
CF | 		
CF | > 		
Roger says (to floyd), "think" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > THINK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a rummaging sound from the egg. A new message appears: "Item 		
CF | inventory complete." 		
CF | 		
CF | > 		
Roger says (to floyd), "dream" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DREAM 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a rummaging sound from the egg. A new message appears: 		
CF | "Supply inventory complete." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "Inventory finished. Resuming auto-repair." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "boat" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BOAT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "inventory" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > INVENTORY 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a tapping sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ship" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SHIP 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a thunking sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "rocket" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ROCKET 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a buzzing sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "legs" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > LEGS 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair progress: DOG, BUBBLES, DUST 		
CF | restored." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dog" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DOG 		
CF | 		
CF | A mechanical dog trots out of the egg and hops down to the floor. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cat" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CAT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
Knight_Otu says (to ClubFloyd), "bubbles" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BUBBLES 		
CF | 		
CF | A plastic pipe extends from the side of the egg and with a burbling 		
CF | sound, an enormous quantity of soap bubbles shoot out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bone" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BONE 		
CF | 		
CF | A mechanical hand appears and tosses a small bone across the kitchen. 		
CF | It lands on the floor by the stove. 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dust" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DUST 		
CF | 		
CF | The egg beeps twice. A new message appears: "DRONE unit required. (See 		
CF | manual page 17.)" 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drone" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DRONE 		
CF | 		
CF | An iris hatch opens, and a small propeller-driven drone hums out. It 		
CF | flies around the kitchen a bit, then settles down to hover near the 		
CF | window. 		
CF | 		
CF | You hear a tapping sound inside the egg. 		
CF | 		
CF | The rest of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dust" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DUST 		
CF | 		
CF | A long handle extends from the top of the egg. The drone flies over 		
CF | and pulls out a feather duster. 		
CF | 		
CF | A new message appears: "WARNING. Auto-repair blocked. Command storage 		
CF | corrupted. Please stand by." 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "User maintenance mode activated. Please use 		
CF | maintenance commands ONE, TWO, THREE to fix corruption." 		
CF | 		
CF | A slot opens, and a small command panel emerges. The text 		
CF | [B]L[I]WE[K]S appears on it. 		
CF | 		
CF | The drone dusts the top of the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [F]L[I]WE[K]S. 		
CF | 		
CF | The drone begins dusting the top of the refrigerator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second bracketed letter changes. The panel now shows 		
CF | [F]L[A]WE[K]S. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second bracketed letter changes. The panel now shows 		
CF | [F]L[O]WE[K]S. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 3 		
CF | 		
CF | The third bracketed letter changes. The panel now shows [F]L[O]WE[N]S. 		
CF | 		
CF | The drone proceeds to the counter and starts dusting it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 3 		
CF | 		
CF | The third bracketed letter changes. The panel now shows [F]L[O]WE[L]S. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 3 		
CF | 		
CF | The third bracketed letter changes. The panel now shows [F]L[O]WE[R]S. 		
CF | 		
CF | A bell rings. A new message appears: "Command decorrupted. FLOWERS 		
CF | restored. Please continue." 		
CF | 		
CF | The panel blinks, and the text [B]U[R]G[E]E appears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second bracketed letter changes. The panel now shows [B]U[G]G[E]E. 		
CF | 		
CF | The dog drops the bone. It starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second bracketed letter changes. The panel now shows [B]U[X]G[E]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second bracketed letter changes. The panel now shows [B]U[D]G[E]E. 		
CF | 		
CF | The drone starts dusting the tabletop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second bracketed letter changes. The panel now shows [B]U[R]G[E]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [K]U[R]G[E]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 3 		
CF | 		
CF | The third bracketed letter changes. The panel now shows [K]U[R]G[U]E. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 3 		
CF | 		
CF | The third bracketed letter changes. The panel now shows [K]U[R]G[L]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [W]U[R]G[L]E. 		
CF | 		
CF | The drone finishes up and puts the feather duster back in the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [J]U[R]G[L]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [B]U[R]G[L]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [K]U[R]G[L]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [W]U[R]G[L]E. 		
CF | 		
CF | The dog drops the bone. It starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 1 		
CF | 		
CF | The first bracketed letter changes. The panel now shows [J]U[R]G[L]E. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > 2 		
CF | 		
CF | The second bracketed letter changes. The panel now shows [J]U[G]G[L]E. 		
CF | 		
CF | A bell rings. A new message appears: "Command decorrupted. JUGGLE 		
CF | restored. Resuming auto-repair." 		
CF | 		
CF | The panel slides back into the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flowers" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > FLOWERS 		
CF | 		
CF | A mechanical hand appears and throws a bundle of blue flowers into the 		
CF | air. It's not clear if it was aiming for anything, but the flowers 		
CF | land on the counter. 		
CF | 		
CF | You hear a tapping sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flowers" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X FLOWERS 		
CF | 		
CF | They look like artificial forget-me-nots. 		
CF | 		
CF | You hear a drilling sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dog" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X DOG 		
CF | 		
CF | It looks like some kind of terrier with synthetic black fur. It's only 		
CF | about four inches high. 		
CF | 		
CF | You hear a buzzing sound inside the egg. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "juggle" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > JUGGLE 		
CF | 		
CF | Two mechanical arms appear and start juggling a few miniature bowling 		
CF | pins. 		
CF | 		
CF | A new message appears: "Auto-repair progress: CITRUS, BADMINTON, 		
CF | EXTINGUISH restored." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "juggle" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > JUGGLE 		
CF | 		
CF | The arms catch the pins and retract. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "citrus" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CITRUS 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a refreshing 		
CF | citrus scent. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "rose" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ROSE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog drops the bone. It starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x egg" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X EGG 		
CF | 		
CF | The egg is about two feet tall. It stands upright, somehow. You can 		
CF | see faint outlines of rivets running around the egg in several places. 		
CF | 		
CF | The egg's display says, "Auto-repair progress: CITRUS, BADMINTON, 		
CF | EXTINGUISH restored." 		
CF | 		
CF | A new message appears: "WARNING. The auto-repair system is very tired 		
CF | and needs to rest. The system will resume shortly." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "badminton" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BADMINTON 		
CF | 		
CF | A mechanical hand holding a racket appears, and it smacks a birdie in 		
CF | your direction. Now, you probably should have been ready for this, but 		
CF | it somehow catches you by surprise. The birdie hits your forehead and 		
CF | falls to the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x birdie" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X BIRDIE 		
CF | 		
CF | You know, a shuttlecock. The motto "Semper Volare" is printed on it. 		
CF | 		
CF | > 		DavidW says, "Good thing it wasnt GOLF"
Knight_Otu says (to ClubFloyd), "flight" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > FLIGHT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fly" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > FLY 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | { You just got the Extra Credit point for Trial and 		
CF | Error! And it wasn't even on the list! Amazing! } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bowl" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BOWL 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extinguish" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > EXTINGUISH 		
CF | 		
CF | A small camera appears and starts scanning the room for signs of fire. 		
CF | 		
CF | The camera finds nothing and goes back inside the egg. 		
CF | 		
CF | > 		Knight_Otu exclaims, "So there is a camera!"
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: DANCE, MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, BRONZE, BUBBLES, 		
CF | CATCH, CITRUS, DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, 		
CF | GOLD, JUGGLE, LAVENDER, LULLABY, MUSIC, ONE, PASSWORD, RACECAR, RAMP, 		
CF | RESUPPLY, RETRIEVE, SELFWASH, STEAM, SWAT, THREE, TUTORIAL, TWO, 		
CF | WEATHER, YELLOW 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | The egg gives a long beep. A new message appears: "ERROR. Unit is 		
CF | filthy and may not go out." 		
CF | 		
CF | The dog drops the bone. It starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x legs" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X LEGS 		
CF | 		
CF | You can't see any such thing (or if you can, it's not important). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "brown" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BROWN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "gray" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GRAY 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		DavidW says, "There are things in the kitchen. Like the counter that the flowers landed on, obvs. And the window the drone used."
Knight_Otu says (to ClubFloyd), "brass" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BRASS 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | Through the window you can see your back yard, a low fence, and a 		
CF | field of yellow wildflowers beyond that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x yard" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X YARD 		
CF | 		
CF | You can't see any such thing (or if you can, it's not important). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x counter" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X COUNTER 		
CF | 		
CF | It's a very average laminate counter. It's unusually clean today. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | > 		
Roger says (to floyd), "diagnose" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DIAGNOSE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "accuse" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ACCUSE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "jump" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "selfdust" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SELFDUST 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "selfsweep" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SELFSWEEP 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog drops the bone. It starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stove" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X STOVE 		
CF | 		
CF | On the whole, not a bad stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fridge" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X FRIDGE 		
CF | 		
CF | You've had this refrigerator since time immemorial, but it still 		
CF | works. There's a colorful map stuck to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x map" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X MAP 		
CF | 		
CF | It's a cartoony map of your village, courtesy of the Munch-N-Sup 		
CF | restaurant chain. It shows a big Munch-N-Sup in the middle of town, as 		
CF | well as the old church on the east side. One of the kids has drawn a 		
CF | little X in the southeast corner to mark your house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x x" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X X 		
CF | 		
CF | You can't see any such thing (or if you can, it's not important). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SEARCH 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "find" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > FIND 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "map" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > MAP 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fridge" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > FRIDGE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cook" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COOK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		DavidW says, "hm, the egg seems stalled. You should X EGG or X DISPLAY to see what its status is."
Knight_Otu says (to ClubFloyd), "x egg" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X EGG 		
CF | 		
CF | The egg is about two feet tall. It stands upright, somehow. You can 		
CF | see faint outlines of rivets running around the egg in several places. 		
CF | 		
CF | The egg's display says, "ERROR. Unit is filthy and may not go out." 		
CF | 		
CF | Below that, it says, "WARNING. The auto-repair system is very tired 		
CF | and needs to rest. The system will resume shortly." 		
CF | 		
CF | A new message appears: "Auto-repair break is over. Resuming activity." 		
CF | 		
CF | The dog drops the bone. It starts investigating the table legs. 		
CF | 		
CF | > 		DavidW says, "oh, it was on break. I forgot."
		Knight_Otu says, "The gnome inside was on break."
		Knight_Otu says, "(At least that#s my headcanon what's going on.)"
Knight_Otu says (to ClubFloyd), "x rivets" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X RIVETS 		
CF | 		
CF | You can't see any such thing (or if you can, it's not important). 		
CF | 		
CF | > 		DavidW says, "So far there's no counterargument, except that everything's been strictly mechanical so far."
Knight_Otu says (to ClubFloyd), "circus" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CIRCUS 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a drilling sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > OPEN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear ratcheting inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "duck" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DUCK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a whizzing sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "chicken" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CHICKEN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair progress: ARIES, GUARD, COMB 		
CF | restored." 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aries" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ARIES 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Aries. Something unusual will happen 		
CF | today if you use your talents to the fullest." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "scorpio" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SCORPIO 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Scorpio. Today you will receive a bug 		
CF | bite, but if you avoid scratching it, it will go away quickly." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "gemini" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GEMINI 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Gemini. Seek the advice of your best 		
CF | friend. You won't regret it. Or if you regret it, it will still be 		
CF | worth it." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "leo" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > LEO 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Leo. Today is a great day to purchase 		
CF | something from Grandma Bethlinda International! Why not look through 		
CF | the catalog enclosed with your Remarkable Egg?" 		
CF | 		
CF | > 		Roger says, "I'm a bit worried what CANCER might do to us"
Knight_Otu says (to ClubFloyd), "catalog" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CATALOG 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cancer" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CANCER 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Cancer. Today you will be hit in the 		
CF | face unexpectedly. Roll with it." 		
CF | 		
CF | The dog drops the bone. It starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aquarius" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > AQUARIUS 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Aquarius. Avoid arguments today. 		
CF | Deflect controversial subjects by pretending to trip or stub your 		
CF | toe." 		
CF | 		
CF | > 		
Roger says (to floyd), "ophiuchus" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > OPHIUCHUS 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sagittarius" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > SAGITTARIUS 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Sagittarius. Today is the right day to 		
CF | begin flossing in earnest." 		
CF | 		
CF | > 		DavidW says, "I could not rememeber how to spell SAGITTARIUS. I earned the Trail and Error point with my misspellings."
		Knight_Otu says, "I'm running out of constellation name translations."
Knight_Otu says (to ClubFloyd), "zodiac" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ZODIAC 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "Taurus" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > TAURUS 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Taurus. Today you will be in an 		
CF | especially good mood. Take advantage of it." 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "horoscope" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > HOROSCOPE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "pisces" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > PISCES 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Pisces. You'd better get everything 		
CF | done before 4:00 p.m. today." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "capricorn" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CAPRICORN 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Capricorn. If you like eggs, have an 		
CF | extra one today. If you don't like eggs, try one in a new style." 		
CF | 		
CF | > 		
Roger says (to floyd), "fortune" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > FORTUNE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "taurus" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > TAURUS 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Taurus. Today you will be in an 		
CF | especially good mood. Take advantage of it." 		
CF | 		
CF | > 		
Roger says (to floyd), "prognosticate" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > PROGNOSTICATE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "virgo" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VIRGO 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Virgo. Today you may receive a call 		
CF | from a childhood friend. Don't bring up that one uncomfortable topic." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "libra" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > LIBRA 		
CF | 		
CF | A new message appears: "Calculating horoscope...." 		
CF | 		
CF | A new message appears: "Libra. Be cautious when driving today. 		
CF | People are maniacs, and they just pull out without even looking." 		
CF | 		
CF | { You just got the Extra Credit point for All the Year 		
CF | Round! And it wasn't even on the list! Amazing! } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "draco" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DRACO 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: COMB, GUARD 		
CF | 		
CF | Commands you have tried unsuccessfully: DANCE, MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, DIAGNOSTIC, DOG, 		
CF | DRONE, DUST, EXTINGUISH, FLOWERS, GEMINI, GOLD, JUGGLE, LAVENDER, LEO, 		
CF | LIBRA, LULLABY, MUSIC, ONE, PASSWORD, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, STEAM, SWAT, TAURUS, THREE, 		
CF | TUTORIAL, TWO, VIRGO, WEATHER, YELLOW 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "comb" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COMB 		
CF | 		
CF | A mechanical hand tosses a comb in your direction. (You aren't sure 		
CF | whether to take that as a hint.) The comb lands on the floor. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "guard" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GUARD 		
CF | 		
CF | An iris hatch opens, and a mechanical guard hops out of the egg. It 		
CF | snaps to attention and starts marching along the table. 		
CF | 		
CF | You hear a humming sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x guard" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > X GUARD 		
CF | 		
CF | It looks like a old-fashioned toy soldier with a tall hat, a bright 		
CF | green coat, and a white baldric. 		
CF | 		
CF | You hear a drilling sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "castle" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > CASTLE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear ratcheting inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "palace" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > PALACE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a whizzing sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "robber" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > ROBBER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair progress: UNITRON, DANCE, LOCKPICK 		
CF | restored." 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		DavidW says, "oh you can DANCE now"
Knight_Otu says (to ClubFloyd), "unitrono" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRONO 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | Two legs ending in patent leather shoes extend from the egg, lifting 		
CF | it off the table. The egg performs a brief tap routine. The legs 		
CF | retract. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 140%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 175%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 210%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | The egg beeps twice. 		
CF | 		
CF | > 		Knight_Otu says, "Can't vent yet, huh."
		DavidW says, "VENT only works while UNITRON is running"
		Knight_Otu says, "Right, I see that now."
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 52%." 		
CF | 		
CF | The dog drops the bone. It starts investigating the table legs. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 87%." 		
CF | 		
CF | > 		DavidW says, "UNITRON increases pressure by 35% each time, and VENT halves the pressure."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 122%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 157%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		DavidW says, "I had to brute-force the solution to the UNITRON/VENT puzzle."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 140%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 70%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 52%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 87%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too low. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "It's not good enough to hit 100% along the way, but after 5 turns of pressure-building."
		Knight_Otu asks, "Is lockpick game-ending?"
		DavidW says, "No. You win the game, but can CONTINUE into additional content."
		Knight_Otu says, "Thanks."
		DavidW says, "Not that LOCKPICK is an immediate win. There is a problem."
		Knight_Otu says, "Of course there is."
Knight_Otu says (to ClubFloyd), "lockpick" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > LOCKPICK 		
CF | 		
CF | The egg gives a long beep. A new message appears: "ERROR. Lockpick 		
CF | extrusion module malfunction. Identifying replacement parts. Please 		
CF | stand by." 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | A new message appears: "WARNING. Part identification circuits 		
CF | defective. User assistance required." 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A new message appears: "Please identify usable parts for lockpick 		
CF | extrusion module. Rules: All usable parts must be round, 		
CF | square, or red. Grooved parts must be square, unless they are blue. 		
CF | Triangular parts must be toothed. Round parts must be orange, unless 		
CF | they are bumpy. Say GOOD if a part is usable; BAD if it's not." 		
CF | 		
CF | A tiny tray extends out of the egg, holding an oblong, red, toothed 		
CF | part. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		DavidW says, "Let me know if you want the UNITRON bit spoiled."
		Knight_Otu says, "Not yet."
		Roger says, "it seems like the STEAM command should be related but maybe it's not"
		Knight_Otu asks, "It's red, so it's good, right?"
		DavidW says (to Roger), "It's related in that STEAM is unoperable while UNITRON is running."
		DavidW says, "yes, GOOD"
Knight_Otu says (to ClubFloyd), "good" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GOOD 		
CF | 		
CF | The tray slides into the egg, and reappears a moment later holding a 		
CF | triangular, yellow, grooved part. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		Knight_Otu says, "That one's bad, then."
Knight_Otu says (to ClubFloyd), "bad" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BAD 		
CF | 		
CF | The tray slides into the egg, and reappears a moment later holding a 		
CF | round, white, toothed part. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 140%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bad" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > BAD 		
CF | 		
CF | The tray slides into the egg, and reappears a moment later holding an 		
CF | oblong red part. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 175%." 		
CF | 		
CF | > 		DavidW says, "I couldn't hold the rules in my head. I had to reconsult them each time."
Knight_Otu says (to ClubFloyd), "good" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > GOOD 		
CF | 		
CF | The tray slides into the egg. You hear a variety of odd noises, 		
CF | followed by a pleasant click. A new message appears: "Part replacement 		
CF | successful! Lockpick extrusion module repaired." 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 210%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: LOCKPICK, MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, GEMINI, GOLD, GOOD, 		
CF | GUARD, JUGGLE, LAVENDER, LEO, LIBRA, LULLABY, MUSIC, ONE, PASSWORD, 		
CF | PISCES, RACECAR, RAMP, RESUPPLY, RETRIEVE, SAGITTARIUS, SCORPIO, 		
CF | SELFWASH, STEAM, SWAT, TAURUS, THREE, TUTORIAL, TWO, UNITRON, VENT, 		
CF | VIRGO, WEATHER, YELLOW 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 17%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 52%." 		
CF | 		
CF | > 		DavidW says, "I worked out that the parts puzzle is a quiz of rating four parts and you have to get all four right. You're graded at the end, and if you fail, you take the test again with another four parts."
		Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 87%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 43%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 78%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 39%." 		
CF | 		
CF | The dog drops the bone. It starts sniffing around the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 74%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 37%." 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 72%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too low. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 52%." 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 87%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 43%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 78%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 113%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 17%." 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 52%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 26%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 61%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 30%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 65%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 100%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 135%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		Knight_Otu says, "Almost."
Roger says (to floyd), "oops vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > OOPS VENT 		
CF | 		
CF | Sorry, that can't be corrected. 		
CF | 		
CF | > 		Roger says, "this time"
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 17%." 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 52%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 26%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 61%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 96%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 48%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 83%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 41%." 		
CF | 		
CF | The dog drops the bone. It starts investigating the table legs. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 76%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too low. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 17%." 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 52%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 26%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 61%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 30%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 65%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 100%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 50%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 85%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too low. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 52%." 		
CF | 		
CF | The dog runs over to the bone and starts chewing on it. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 87%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 43%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 78%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 39%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 74%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too low. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The dog drops the bone. It starts sniffing around the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 140%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 175%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 87%." 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 122%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lockpick" 		
CF | > 		
CF | > LOCKPICK 		
CF | 		
CF | A strange item, sort of a complicated knitting needle, emerges from 		
CF | the top of the egg. The drone flies over and grabs it. Then, in a 		
CF | rather unsettling display of artificial intelligence, it immediately 		
CF | flies behind your back and fiddles for a few seconds. The handcuffs 		
CF | fall off! What a relief! 		
CF | 		
CF | * * * You have freed yourself * * * 		
CF | 		
CF | Press SPACE to continue. 		Roger says, "huzzah"
Knight_Otu pushes the green 'space' button. 		
CF ] Grandma Bethlinda's Remarkable Egg 		
CF | Press SPACE to continue. 		
CF | 		
CF | Honestly, this will make a great report for the GAG Club meeting 		
CF | tonight. (That's the Gadgets And Gizmos Club. It's why you borrowed 		
CF | the egg in the first place.) Of course, you have a few hours until the 		
CF | meeting starts. You could play around with the egg some more, maybe 		
CF | get some more Extra Credit. But it's also fine to QUIT. 		
CF | 		
CF | Let's be clear, though: if you continue, you will keep your hands 		
CF | clasped firmly behind your back. Why? Because you love a challenge! 		
CF | 		
CF | Do you want to CONTINUE or QUIT? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "continue" 		
CF ] Grandma Bethlinda's Remarkable Egg * Good Egg * 		
CF | > 		
CF | > CONTINUE 		
CF | 		
CF | OK. You stick the handcuffs in your pocket, and clasp your hands 		
CF | behind your back. 		
CF | 		
CF | { Congratulations, you have attained the rank of Good Egg! It 		
CF | will be displayed in the top right. } 		
CF | 		
CF | (Note, more Extra Credit items have been added.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg * Good Egg * 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | Greetings 		
CF | (Shiny - done) 		
CF | (Vroom, Vroom - done) 		
CF | Sweep Up 		
CF | Grrrr 		
CF | Exterminator 		
CF | I'm Thirsty 		
CF | Alpine Talent Show 		
CF | Snicker 		
CF | Positive Attitude 		
CF | Fender Bender 		
CF | Someone Has Allergies 		
CF | Quick Pop 		
CF | (All the Year Round - done) 		
CF | (Trial and Error - done) 		
CF | Feature Presentation 		
CF | Laid-Back Sauna 		
CF | Big Haul 		
CF | On Your Feet! 		
CF | Bull's-Eye 		
CF | Hundred Percenter 		
CF | 		
CF | You have 4 Extra Credit points. 		
CF | 		
CF | (Note, some Extra Credit is challenging, and may require you to think 		
CF | of commands that aren't stated in the game!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hello" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > HELLO 		
CF | 		
CF | You hear the synthesized voice of an old lady. "Well, hello there! I 		
CF | hope you like my Remarkable Egg. This is model EG710, serial number 		
CF | 22381. Remember to read your manual, and have a wonderful day!" 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | { You just got the Extra Credit point for Greetings! 		
CF | Well done! } 		
CF | 		
CF | { You have achieved the rank of Very Good Egg! Hooray! } 		
CF | 		
CF | > 		Roger says, "hmmm sort of an interesting diversion, but it feels slight thematically, although well-implemented"
Knight_Otu says (to ClubFloyd), "bug" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BUG 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "spider" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SPIDER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		DavidW asks, "You're saying you wouldn't know who to market this Egg to since its abilities are all over the place?"
Knight_Otu says (to ClubFloyd), "dalek" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DALEK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "exterminate" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > EXTERMINATE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drink" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DRINK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | A megafly buzzes in through the window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x megafly" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X MEGAFLY 		
CF | 		
CF | Megaflies are a common nuisance in your area. They look like 		
CF | houseflies, but bigger. They are attracted to pink flowers, which is 		
CF | why nobody around here plants them. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "spray" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SPRAY 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a drilling sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "burn" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BURN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "WARNING. Auto-repair halted yet again. 		
CF | Maintenance supplies depleted. RESUPPLY required." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drone" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DRONE 		
CF | 		
CF | The drone flies back inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drone" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DRONE 		
CF | 		
CF | An iris hatch opens, and a small propeller-driven drone hums out. It 		
CF | flies around the kitchen a bit, then settles down to hover near the 		
CF | window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "resupply" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > RESUPPLY 		
CF | 		
CF | The egg emits a strange whistle. The drone zips through the window and 		
CF | disappears. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "swat" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SWAT 		
CF | 		
CF | A mechanical arm appears holding a pretty tough-looking flyswatter. It 		
CF | brandishes it for a few seconds, but finding nothing to attack, goes 		
CF | back into the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | This is your modest little kitchen. A warm breeze drifts in through an 		
CF | open window. There's a wooden table with a large bronze egg sitting on 		
CF | it. Next to the egg is a handwritten note. A ramp runs from the table 		
CF | down to the floor. 		
CF | 		
CF | A megafly is buzzing around the kitchen. 		
CF | 		
CF | A mechanical dog is searching around the table legs. 		
CF | 		
CF | A guard is marching along the table. 		
CF | 		
CF | A bundle of flowers lies on the counter. 		
CF | 		
CF | There's a comb on the floor. 		
CF | 		
CF | A small bone lies near the stove. 		
CF | 		
CF | A badminton birdie has alighted on the floor. 		
CF | 		
CF | The guard reaches the end of the table and performs an about-face. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "retrieve" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > RETRIEVE 		
CF | 		
CF | The egg beeps twice. A new message appears: "Maximum unit deployment 		
CF | reached." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dog" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DOG 		
CF | 		
CF | The dog makes an amazing leap onto the table and trots back inside the 		
CF | egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "guard" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > GUARD 		
CF | 		
CF | The guard climbs back into the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "retrieve" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > RETRIEVE 		
CF | 		
CF | An iris hatch opens, and an ungainly little robot drops out of the 		
CF | egg. It hops off the table and waddles around the floor. It grabs the 		
CF | birdie, the bone, and the comb, and brings them back to the egg. 		
CF | 		
CF | > 		DavidW says, "oh yeah, only three mechs out of the egg at most."
Knight_Otu says (to ClubFloyd), "robot" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > ROBOT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | This is your modest little kitchen. A warm breeze drifts in through an 		
CF | open window. There's a wooden table with a large bronze egg sitting on 		
CF | it. Next to the egg is a handwritten note. A ramp runs from the table 		
CF | down to the floor. 		
CF | 		
CF | A megafly is buzzing around the kitchen. 		
CF | 		
CF | A bundle of flowers lies on the counter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "swat" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SWAT 		
CF | 		
CF | A mechanical arm appears holding a pretty tough-looking flyswatter. It 		
CF | brandishes it for a few seconds, but finding nothing to attack, goes 		
CF | back into the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bridge" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BRIDGE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The egg beeps frantically. A new message appears: "ALERT. Drone struck 		
CF | by bird. Drone is nearby, but slightly damaged and very disoriented. 		
CF | User assistance required. Use maintenance commands ONE (left), TWO 		
CF | (right), THREE (forward)." 		
CF | 		
CF | A panel slides open, revealing a small screen with a drone's-eye view. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screen" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X SCREEN 		
CF | 		
CF | It looks like the drone is hovering near a gas station. You can see 		
CF | open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | Through the window you can see your back yard, a low fence, and a 		
CF | field of yellow wildflowers beyond that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | The egg beeps twice. A new message appears: "Drone has reached 		
CF | boundary of local area." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x screen" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X SCREEN 		
CF | 		
CF | It looks like the drone is hovering near a gas station. You can see 		
CF | open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near some houses, and you can see an office building ahead. 		
CF | 		
CF | > 		Roger asks, "This game kinda feels like an answer to the question: What is the most anti-Twine game available?"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a restaurant ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a gas station ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see an office building ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x map" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X MAP 		
CF | 		
CF | It's a cartoony map of your village, courtesy of the Munch-N-Sup 		
CF | restaurant chain. It shows a big Munch-N-Sup in the middle of town, as 		
CF | well as the old church on the east side. One of the kids has drawn a 		
CF | little X in the southeast corner to mark your house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a restaurant ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near a restaurant, and you can see a church ahead. 		
CF | 		
CF | > 		DavidW says (to Roger), "I hardly thought of it that way."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		Roger says, "It might just be me"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		DavidW says, "but yeah, any guess the verb game isn't a Twine-friendly concept."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a church ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near a church, and you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a restaurant ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near some houses, and you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a church ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near some houses, and you can see a gas station ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a restaurant ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a gas station ahead. 		
CF | 		
CF | > 		DavidW asks, "You remember the map on the fridge, right?"
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a restaurant ahead. 		
CF | 		
CF | > 		DavidW says, "Restaurant is center of map."
		Knight_Otu says, "I was referencing it."
		DavidW says, "It's a 3 by 3 grid."
		Knight_Otu says, "But seem to have disoriented myself."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a gas station ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a restaurant ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near a restaurant, and you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a church ahead. 		
CF | 		
CF | > 		DavidW says, "Gas station in NW corner. Office bldg in SW. Church on E edge. Us at SE corner."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		Knight_Otu says, "Yes."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a church ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near a church, and you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near some houses, and you can see open fields ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | A new message appears: "Drone turning left." 		
CF | 		
CF | The drone view rotates left. Now you can see a church ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near a church, and you can see some houses ahead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | A new message appears: "Drone moving forward." 		
CF | 		
CF | The drone view moves unsteadily forward. Now the drone is hovering 		
CF | near some houses, and you can see open fields ahead. 		
CF | 		
CF | You hear a humming sound. The drone limps in through the window, 		
CF | carrying a small sack. It goes to the egg and disappears inside. A 		
CF | panel closes over the video screen. 		
CF | 		
CF | > 		Knight_Otu says, "I think I got east and west turned around in my head."
		DavidW says, "mm"
		DavidW says, "Drone's home now, that's what matters."
Knight_Otu says (to ClubFloyd), "flowers" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > FLOWERS 		
CF | 		
CF | The egg beeps twice. 		
CF | 		
CF | A new message appears: "Supplies received. Drone repair initiated." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yellow" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > YELLOW 		
CF | 		
CF | The egg vibrates and slowly turns a pale yellow. 		
CF | 		
CF | You hear hammering inside the egg. 		
CF | 		
CF | > 		DavidW says, "Flowers are still on the counter, iirc."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "x flowers" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X FLOWERS 		
CF | 		
CF | They look like artificial forget-me-nots. 		
CF | 		
CF | You hear a thunking sound inside the egg. 		
CF | 		
CF | > 		DavidW asks, "Did you ever examine the megafly?"
Knight_Otu says (to ClubFloyd), "x fly" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X FLY 		
CF | 		
CF | Megaflies are a common nuisance in your area. They look like 		
CF | houseflies, but bigger. They are attracted to pink flowers, which is 		
CF | why nobody around here plants them. 		
CF | 		
CF | You hear a whirring sound inside the egg. 		
CF | 		
CF | > 		Knight_Otu says, "Yes."
Knight_Otu says (to ClubFloyd), "pink" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > PINK 		
CF | 		
CF | The egg vibrates and slowly turns a pretty pink. 		
CF | 		
CF | A new message appears: "Drone repair complete. Resuming auto-repair 		
CF | process." 		
CF | 		
CF | The megafly buzzes lazily over toward the egg. 		
CF | 		
CF | > 		Knight_Otu says, "I thought it was yellow it's attracted to though. Must have misread that."
Knight_Otu says (to ClubFloyd), "swat" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SWAT 		
CF | 		
CF | A mechanical arm appears holding a pretty tough-looking flyswatter. 		
CF | With a quick whack, it terminates the megafly. Another arm grabs the 		
CF | fly by the wing and expertly tosses it out the window. 		
CF | 		
CF | You hear a whizzing sound inside the egg. 		
CF | 		
CF | { You just got the Extra Credit point for Exterminator! 		
CF | Well done! } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "growl" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > GROWL 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear ratcheting inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | (Greetings - done) 		
CF | (Shiny - done) 		
CF | (Vroom, Vroom - done) 		
CF | Sweep Up 		
CF | Grrrr 		
CF | (Exterminator - done) 		
CF | I'm Thirsty 		
CF | Alpine Talent Show 		
CF | Snicker 		
CF | Positive Attitude 		
CF | Fender Bender 		
CF | Someone Has Allergies 		
CF | Quick Pop 		
CF | (All the Year Round - done) 		
CF | (Trial and Error - done) 		
CF | Feature Presentation 		
CF | Laid-Back Sauna 		
CF | Big Haul 		
CF | On Your Feet! 		
CF | Bull's-Eye 		
CF | Hundred Percenter 		
CF | 		
CF | You have 6 Extra Credit points. 		
CF | 		
CF | (Note, some Extra Credit is challenging, and may require you to think 		
CF | of commands that aren't stated in the game!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bubble" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BUBBLE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | You hear a drilling sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bubbles" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BUBBLES 		
CF | 		
CF | A plastic pipe extends from the side of the egg and with a burbling 		
CF | sound, an enormous quantity of soap bubbles shoot out. 		
CF | 		
CF | A new message appears: "Auto-repair progress: FOREST, SHADES, YODEL 		
CF | restored." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "swat" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SWAT 		
CF | 		
CF | A mechanical arm appears holding a pretty tough-looking flyswatter. It 		
CF | brandishes it for a few seconds, but finding nothing to attack, goes 		
CF | back into the egg. 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "forest" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > FOREST 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a foresty scent. 		
CF | Pine with a hint of redwood. 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | > 		DavidW says, "There was a centipede in my room last night. Stepped on it."
Knight_Otu says (to ClubFloyd), "shades" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SHADES 		
CF | 		
CF | The egg puts on a pretty cool pair of sunglasses. 		
CF | 		
CF | The rest of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sunglasses" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X SUNGLASSES 		
CF | 		
CF | These sunglasses wouldn't fit you, which is a shame, because they're 		
CF | pretty cool. 		
CF | 		
CF | You hear a whizzing sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yodel" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > YODEL 		
CF | 		
CF | A small speaker emerges from the egg, and an amazing alpine voice 		
CF | starts to yodel. 		
CF | 		
CF | You hear a humming sound inside the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "darts" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DARTS 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Auto-repair almost complete. Loose 		
CF | screw detected. Summoning Microbot." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dart" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DART 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | A new message appears: "Internal loose screw confirmed. User 		
CF | assistance requested. Please use maintenance commands ONE, TWO, 		
CF | THREE." 		
CF | 		
CF | You hear a tiny robotic voice inside the egg. "Microbot reporting! I'm 		
CF | at the bottom of the egg. Unfortunately the loose screw is up at the 		
CF | top." 		
CF | 		
CF | > 		DavidW says, "oh, I tried DARTS too!"
		Knight_Otu says, "Bullseye and quick pop seemed to hint at it."
Knight_Otu says (to ClubFloyd), "x egg" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X EGG 		
CF | 		
CF | The egg is about two feet tall. It stands upright, somehow. You can 		
CF | see faint outlines of rivets running around the egg in several places. 		
CF | 		
CF | The egg is wearing a pretty cool pair of sunglasses. 		
CF | 		
CF | A small black speaker is currently yodeling. 		
CF | 		
CF | The egg's display says, "Auto-repair almost complete. Loose 		
CF | screw detected. Summoning Microbot." 		
CF | 		
CF | Below that, it says, "Internal loose screw confirmed. User assistance 		
CF | requested. Please use maintenance commands ONE, TWO, THREE." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Engaging stabilizers.... Nothing happens." 		
CF | 		
CF | The yodeling ends. The speaker retreats into the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Nothing happens." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm a little ways up the egg. There's 		
CF | a sparking component here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Sparking has stopped." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm a little farther up. There's a 		
CF | spinning part here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Engaging stabilizers.... Part has slowed to a crawl." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Disengaging stabilizers.... Part has started spinning 		
CF | again." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Engaging stabilizers.... Part has slowed to a crawl." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm about a quarter of the way up." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Unable to climb. Progress is blocked by what looks 		
CF | like a large tail." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dog" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DOG 		
CF | 		
CF | A mechanical dog trots out of the egg and hops down to the floor. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Doing OK, making progress. There's a 		
CF | sparking doodad here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Sparking has stopped." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm nearly halfway up. There's a 		
CF | spiky metallic part here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Engaging stabilizers.... Ow! Spikes knocked me off! 		
CF | Some nerve! Falling...." 		
CF | 		
CF | You hear a soft thunk. "I'm back at the bottom of the egg." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm a little ways up the egg. There's 		
CF | a sparking component here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Sparking has stopped." 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm a little farther up. There's a 		
CF | spinning part here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Engaging stabilizers.... Part has slowed to a crawl." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm about a quarter of the way up." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Doing OK, making progress. There's a 		
CF | sparking doodad here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Sparking has stopped." 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm nearly halfway up. There's a 		
CF | spiky metallic part here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... I've reached the egg-quator. That's a 		
CF | Microbot joke." 		
CF | 		
CF | > 		Knight_Otu says, "Ow."
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Unable to climb. Progress is blocked by a big white 		
CF | object with a red stripe." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | An iris hatch opens, and an airplane drops out of the egg. It starts 		
CF | its propeller, then rolls along the table and takes flight. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x plane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X PLANE 		
CF | 		
CF | It looks like a biplane from the First World War. It's gray with 		
CF | bright orange flames painted all along the fuselage and wings. 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "racecar" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > RACECAR 		
CF | 		
CF | An iris hatch opens, and a small racecar drops onto the table. It 		
CF | rolls down the ramp and starts zooming around the floor. 		
CF | 		
CF | The airplane makes a daring pass underneath the table. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x racecar" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X RACECAR 		
CF | 		
CF | It's a little bigger than a matchbox car. Dark blue with silver 		
CF | stripes. 		
CF | 		
CF | The airplane performs a loop, almost grazing the ceiling. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Unable to climb. Progress is blocked by a big white 		
CF | object with a red stripe." 		
CF | 		
CF | The airplane buzzes the counter and knocks the flowers off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | The plane makes an unsteady landing on the table. It taxis over to the 		
CF | egg, and a mechanical arm lifts it inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dog" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DOG 		
CF | 		
CF | The dog makes an amazing leap onto the table and trots back inside the 		
CF | egg. 		
CF | 		
CF | > 		DavidW says, "I don't think you quite saw the white thing with the red stripe. Like, it appeared, but briefly."
		Knight_Otu says, "Hm. I guess I didn't see it, no."
		DavidW says, "[] [] []"
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "list" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > LIST 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, FOREST, GEMINI, 		
CF | GOLD, GOOD, GUARD, HELLO, JUGGLE, LAVENDER, LEO, LIBRA, LOCKPICK, 		
CF | LULLABY, MUSIC, ONE, PASSWORD, PINK, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, SHADES, STEAM, SWAT, TAURUS, 		
CF | THREE, TUTORIAL, TWO, UNITRON, VENT, VIRGO, WEATHER, YELLOW, YODEL 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lullaby" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > LULLABY 		
CF | 		
CF | A small speaker emerges from the egg, and the synthesized voice of an 		
CF | old lady begins singing a wordless lullaby. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x speaker" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X SPEAKER 		
CF | 		
CF | You can't see any such thing (or if you can, it's not important). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Unable to climb. Progress is blocked by a big white 		
CF | object with a red stripe." 		
CF | 		
CF | > 		DavidW says, "I'n not sure how much more to hint without giving it away."
Roger says (to floyd), "candycane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > CANDYCANE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "cane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > CANE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "barber" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BARBER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The lullaby ends. The speaker retreats into the egg. 		
CF | 		
CF | > 		DavidW says, "It's one of the things that can fall on the floor, but you never saw it do that."
Knight_Otu says (to ClubFloyd), "badminton" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BADMINTON 		
CF | 		
CF | A mechanical hand holding a racket appears, and it smacks a birdie in 		
CF | your direction. You adroitly catch it in your teeth and spit it onto 		
CF | the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x birdie" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X BIRDIE 		
CF | 		
CF | You know, a shuttlecock. The motto "Semper Volare" is printed on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "badminton" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BADMINTON 		
CF | 		
CF | The egg beeps twice. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ball" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BALL 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		Roger says, "Always Flying, if I am correct"
Knight_Otu says (to ClubFloyd), "catch" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > CATCH 		
CF | 		
CF | A mechanical hand emerges from the top of the egg and launches a 		
CF | bright red ball at you. This time, you dodge. The ball bounces off the 		
CF | wall and rolls into a corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "comb" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COMB 		
CF | 		
CF | A mechanical hand tosses a comb in your direction. It lands on the 		
CF | floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x comb" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X COMB 		
CF | 		
CF | It's a fancy carved wooden comb. The carving includes a line of tiny 		
CF | eggs. 		
CF | 		
CF | The racecar strikes the end of the birdie and ruffles it a bit. 		
CF | 		
CF | > 		
Roger says (to floyd), "billiard" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BILLIARD 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "beer" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BEER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "empty" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > EMPTY 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "can" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > CAN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sign" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SIGN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		DavidW says, "It's a command already on the COM list that you used successfully."
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, FOREST, GEMINI, 		
CF | GOLD, GOOD, GUARD, HELLO, JUGGLE, LAVENDER, LEO, LIBRA, LOCKPICK, 		
CF | LULLABY, MUSIC, ONE, PASSWORD, PINK, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, SHADES, STEAM, SWAT, TAURUS, 		
CF | THREE, TUTORIAL, TWO, UNITRON, VENT, VIRGO, WEATHER, YELLOW, YODEL 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extinguish" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > EXTINGUISH 		
CF | 		
CF | A small camera appears and starts scanning the room for signs of fire. 		
CF | 		
CF | The camera finds nothing and goes back inside the egg. 		
CF | 		
CF | > 		Roger asks, "maybe the brick?"
Knight_Otu says (to ClubFloyd), "brick" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BRICK 		
CF | 		
CF | A mechanical hand tosses out a brick, which lands in the middle of the 		
CF | floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x brick" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X BRICK 		
CF | 		
CF | It's a little smaller than a standard brick, but it looks pretty 		
CF | solid. 		
CF | 		
CF | The racecar strikes the end of the birdie and ruffles it a bit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "steam" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > STEAM 		
CF | 		
CF | Some vents open near the top of the egg, and thick steam pours out, 		
CF | filling the kitchen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Unable to climb. Progress is blocked by a big white 		
CF | object with a red stripe." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "alarm" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > ALARM 		
CF | 		
CF | An uncomfortably loud siren starts to wail from the egg. Fortunately, 		
CF | it doesn't last long. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bone" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BONE 		
CF | 		
CF | A mechanical hand appears and tosses a small bone across the kitchen. 		
CF | It lands on the floor by the stove. 		
CF | 		
CF | The steam dissipates. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bone" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X BONE 		
CF | 		
CF | It's bone-shaped, but it might not actually be a real bone. It's too 		
CF | shiny. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bubbles" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BUBBLES 		
CF | 		
CF | A plastic pipe extends from the side of the egg and with a burbling 		
CF | sound, an enormous quantity of soap bubbles shoot out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Unable to climb. Progress is blocked by a big white 		
CF | object with a red stripe." 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "comb" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COMB 		
CF | 		
CF | The egg beeps twice. 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | The racecar strikes the end of the birdie and ruffles it a bit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | Two legs ending in patent leather shoes extend from the egg, lifting 		
CF | it off the table. The egg performs a brief tap routine. The legs 		
CF | retract. 		
CF | 		
CF | The rest of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, FOREST, GEMINI, 		
CF | GOLD, GOOD, GUARD, HELLO, JUGGLE, LAVENDER, LEO, LIBRA, LOCKPICK, 		
CF | LULLABY, MUSIC, ONE, PASSWORD, PINK, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, SHADES, STEAM, SWAT, TAURUS, 		
CF | THREE, TUTORIAL, TWO, UNITRON, VENT, VIRGO, WEATHER, YELLOW, YODEL 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "juggle" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > JUGGLE 		
CF | 		
CF | Two mechanical arms appear and start juggling a few miniature bowling 		
CF | pins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pins" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X PINS 		
CF | 		
CF | The juggling is very regular and rhythmic. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... I've passed the halfway point. There's a 		
CF | sparking component here." 		
CF | 		
CF | > 		DavidW says, "yes, it was a bowling pin."
		DavidW says, "When the Egg drops one, you can look at it properly."
		Knight_Otu says, "I don't recall them being describes as such, but okay."
		Knight_Otu says, "Ah."
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Sparking has stopped." 		
CF | 		
CF | The egg fumbles one of the pins. You hear a buzzer. The arms catch the 		
CF | other pins and retract. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pin" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X PIN 		
CF | 		
CF | It's a little white bowling pin with a red stripe around the neck. 		
CF | 		
CF | The racecar runs over the comb, producing a noise like a loud zipper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... I'm making good progress. There's a 		
CF | suspiciously calm component here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... I sensed a discharge of 		
CF | electricity." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... I'm three-quarters of the way up." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Unable to climb. Progress is blocked by some kind of 		
CF | black object." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, FOREST, GEMINI, 		
CF | GOLD, GOOD, GUARD, HELLO, JUGGLE, LAVENDER, LEO, LIBRA, LOCKPICK, 		
CF | LULLABY, MUSIC, ONE, PASSWORD, PINK, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, SHADES, STEAM, SWAT, TAURUS, 		
CF | THREE, TUTORIAL, TWO, UNITRON, VENT, VIRGO, WEATHER, YELLOW, YODEL 		
CF | 		
CF | > 		DavidW says, "Three different commands can help here."
Knight_Otu says (to ClubFloyd), "lullaby" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > LULLABY 		
CF | 		
CF | A small speaker emerges from the egg, and the synthesized voice of an 		
CF | old lady begins singing a wordless lullaby. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... I'm getting within sight of the top. 		
CF | There's a complicated spinning part here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Engaging stabilizers.... Nothing happens. Weird." 		
CF | 		
CF | > 		Roger says, "maybe the drone"
		DavidW says, "no"
		Knight_Otu asks, "Do we need to unspin this?"
		DavidW says, "Yes."
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | An iris hatch opens, and an airplane drops out of the egg. It starts 		
CF | its propeller, then rolls along the table and takes flight. 		
CF | 		
CF | The racecar hits the end of the bowling pin, spinning it around a few 		
CF | times. 		
CF | 		
CF | > 		Knight_Otu says, "Microbot saysnothing."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | This is your modest little kitchen. A warm breeze drifts in through an 		
CF | open window. There's a wooden table with a large pink egg sitting on 		
CF | it. Next to the egg is a handwritten note. A ramp runs from the table 		
CF | down to the floor. 		
CF | 		
CF | A racecar is speeding around the floor. 		
CF | 		
CF | A bundle of flowers lies on the floor near the counter. 		
CF | 		
CF | There's a brick on the floor. 		
CF | 		
CF | A bowling pin is lying by the table. 		
CF | 		
CF | There's a comb on the floor. 		
CF | 		
CF | A small bone lies near the stove. 		
CF | 		
CF | A badminton birdie has alighted on the floor. 		
CF | 		
CF | A red ball is sitting in a corner near the refrigerator. 		
CF | 		
CF | The lullaby ends. The speaker retreats into the egg. 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x display" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X DISPLAY 		
CF | 		
CF | The egg's display says, "Auto-repair almost complete. Loose 		
CF | screw detected. Summoning Microbot." 		
CF | 		
CF | Below that, it says, "Internal loose screw confirmed. User assistance 		
CF | requested. Please use maintenance commands ONE, TWO, THREE." 		
CF | 		
CF | The airplane makes a daring pass underneath the table. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Part has started sparking." 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 1 		
CF | 		
CF | Microbot says, "Engaging stabilizers.... Part has stopped spinning." 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 2 		
CF | 		
CF | Microbot says, "Applying polarizers.... Sparking has stopped." 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... Now I'm almost at the top!" 		
CF | 		
CF | The airplane flies through the middle of the kitchen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > 3 		
CF | 		
CF | Microbot says, "Climbing.... I'm at the top! Whew! Tightening 		
CF | screw.... Job done! Microbot signing off." 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | > 		Knight_Otu says, "Whew."
Knight_Otu says (to ClubFloyd), "retrieve" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > RETRIEVE 		
CF | 		
CF | An iris hatch opens, and an ungainly little robot drops out of the 		
CF | egg. It hops off the table and waddles around the floor. It grabs the 		
CF | red ball, the birdie, the bone, the comb, the bowling pin, the brick, 		
CF | and the bundle of flowers, and brings them back to the egg. 		
CF | 		
CF | A new message appears: "Auto-repair progress: SURVEY restored. 		
CF | Auto-repair process complete. (Finally.)" 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | { You just got the Extra Credit point for Big Haul! Well 		
CF | done! } 		
CF | 		
CF | { You just got the Extra Credit point for Hundred 		
CF | Percenter! Well done! } 		
CF | 		
CF | > 		DavidW says, "hooray"
Knight_Otu says (to ClubFloyd), "survey" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SURVEY 		
CF | 		
CF | You hear a few chimes, and a panel slides back, revealing a small 		
CF | readout bordered by tiny blinking lights. It says, "Welcome to the 		
CF | official Grandma Bethlinda's Remarkable Egg personality survey! First 		
CF | off, do you think cats are GOOD or BAD?" 		
CF | 		
CF | The airplane makes a daring pass underneath the table. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "good" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > GOOD 		
CF | 		
CF | You hear a chime, and the readout changes: "Next, do you think 		
CF | licorice is GOOD or BAD?" 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bad" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BAD 		
CF | 		
CF | You hear a chime, and the readout changes: "What are your feelings 		
CF | toward jogging? GOOD or BAD?" 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "good" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > GOOD 		
CF | 		
CF | You hear a chime, and the readout changes: "Finally, do you think 		
CF | soap operas are GOOD or BAD?" 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bad" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BAD 		
CF | 		
CF | You hear a chime, and the readout changes: "Based on your answers, you 		
CF | qualify as a Pet Chaser." 		
CF | 		
CF | You hear a few more chimes, and a panel closes over the readout. 		
CF | 		
CF | The airplane flies through the middle of the kitchen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | The plane makes an unsteady landing on the table. It taxis over to the 		
CF | egg, and a mechanical arm lifts it inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "racecar" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > RACECAR 		
CF | 		
CF | The racecar drives back up the ramp. A mechanical hand lifts it into 		
CF | the egg. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | This is your modest little kitchen. A warm breeze drifts in through an 		
CF | open window. There's a wooden table with a large pink egg sitting on 		
CF | it. Next to the egg is a handwritten note. A ramp runs from the table 		
CF | down to the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | (Greetings - done) 		
CF | (Shiny - done) 		
CF | (Vroom, Vroom - done) 		
CF | Sweep Up 		
CF | Grrrr 		
CF | (Exterminator - done) 		
CF | I'm Thirsty 		
CF | Alpine Talent Show 		
CF | Snicker 		
CF | Positive Attitude 		
CF | Fender Bender 		
CF | Someone Has Allergies 		
CF | Quick Pop 		
CF | (All the Year Round - done) 		
CF | (Trial and Error - done) 		
CF | Feature Presentation 		
CF | Laid-Back Sauna 		
CF | (Big Haul - done) 		
CF | On Your Feet! 		
CF | Bull's-Eye 		
CF | (Hundred Percenter - done) 		
CF | 		
CF | You have 8 Extra Credit points. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "laugh" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > LAUGH 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yodel" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > YODEL 		
CF | 		
CF | A small speaker emerges from the egg, and an amazing alpine voice 		
CF | starts to yodel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | Two legs ending in patent leather shoes extend from the egg, lifting 		
CF | it off the table. The egg performs a brief tap routine. The legs 		
CF | retract. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > CLIMB 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "sing" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SING 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "music" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > MUSIC 		
CF | 		
CF | The yodeling stops, and the hit song "Return This Instant" begins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bubbles" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BUBBLES 		
CF | 		
CF | A plastic pipe extends from the side of the egg and with a burbling 		
CF | sound, an enormous quantity of soap bubbles shoot out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | An iris hatch opens, and an airplane drops out of the egg. It starts 		
CF | its propeller, then rolls along the table and takes flight. 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The rest of the bubbles pop. 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bubbles" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BUBBLES 		
CF | 		
CF | A plastic pipe extends from the side of the egg and with a burbling 		
CF | sound, an enormous quantity of soap bubbles shoot out. 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: MANUAL, SWEEP 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, FOREST, GEMINI, 		
CF | GOLD, GOOD, GUARD, HELLO, JUGGLE, LAVENDER, LEO, LIBRA, LOCKPICK, 		
CF | LULLABY, MUSIC, ONE, PASSWORD, PINK, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, SHADES, STEAM, SURVEY, SWAT, 		
CF | TAURUS, THREE, TUTORIAL, TWO, UNITRON, VENT, VIRGO, WEATHER, YELLOW, 		
CF | YODEL 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | A few of the bubbles pop. 		
CF | 		
CF | The airplane flies past the refrigerator. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The rest of the bubbles pop. 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 52%." 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 87%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 43%." 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 78%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 39%." 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 74%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too low. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane flies past the refrigerator. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 140%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 175%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 87%." 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 122%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | The song ends. The speaker retreats into the egg. 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 35%." 		
CF | 		
CF | The airplane flies past the refrigerator. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 35%." 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 70%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 105%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 52%." 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 87%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too low. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		Knight_Otu says, "Right."
		DavidW asks, "Should I just spoil this one?"
		Knight_Otu says, "I guess so."
		DavidW says, "vent. vent. z. z. vent."
		Knight_Otu says, "I thought I had it, then I didn't."
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 17%." 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 52%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 26%." 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 61%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane flies past the refrigerator. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 96%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 131%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 166%." 		
CF | 		
CF | The gurgling stops. A new message appears: "Steam clean aborted. 		
CF | Pressure too high. (Note, VENT command should be used to achieve 100% 		
CF | pressure. See manual page 46 for details.)" 		
CF | 		
CF | The egg emits a long jet of steam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unitron" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > UNITRON 		
CF | 		
CF | A new message appears: "Unitron internal steam cleaning system 		
CF | activated. Dirty units: 1. Dirty modules: 2. Beginning 		
CF | pressurization." 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 35%." 		
CF | 		
CF | > 		DavidW says, "You did vvzzz. I said vvzzv"
		Knight_Otu says, "Yes, I mistyped."
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 17%." 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 52%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 26%." 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 61%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 96%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > Z 		
CF | 		
CF | You wait for a moment. 		
CF | 		
CF | The airplane flies past the refrigerator. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 131%." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vent" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > VENT 		
CF | 		
CF | With a hiss, a jet of steam shoots out the side of the egg. A new 		
CF | message appears: "Pressure drop to 65%." 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | You hear gurgling inside the egg. A new message appears: "Pressure 		
CF | increase to 100%." 		
CF | 		
CF | The gurgling stops. The egg shakes, and you hear a loud whooshing 		
CF | inside. A new message appears: "Steam clean completed. Dirty units: 0. 		
CF | Dirty modules: 0." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | An iris hatch opens, and an odd machine on spring-feet hops out of the 		
CF | egg. It carries a whisk broom and a dustpan. It jumps down to the 		
CF | floor and begins sweeping up. 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x machine" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X MACHINE 		
CF | 		
CF | The sweeper is an odd squarish machine on spring-feet. It holds a 		
CF | whisk broom and a dustpan. 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | (Greetings - done) 		
CF | (Shiny - done) 		
CF | (Vroom, Vroom - done) 		
CF | Sweep Up 		
CF | Grrrr 		
CF | (Exterminator - done) 		
CF | I'm Thirsty 		
CF | Alpine Talent Show 		
CF | Snicker 		
CF | Positive Attitude 		
CF | Fender Bender 		
CF | Someone Has Allergies 		
CF | Quick Pop 		
CF | (All the Year Round - done) 		
CF | (Trial and Error - done) 		
CF | Feature Presentation 		
CF | Laid-Back Sauna 		
CF | (Big Haul - done) 		
CF | On Your Feet! 		
CF | Bull's-Eye 		
CF | (Hundred Percenter - done) 		
CF | 		
CF | You have 8 Extra Credit points. 		
CF | 		
CF | > 		DavidW says, "I think that's the last of the mech-units."
Knight_Otu says (to ClubFloyd), "orchid" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > ORCHID 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The sweeper hops across the kitchen. 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lavender" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > LAVENDER 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a pleasant 		
CF | lavender fragrance. 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "mountain" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > MOUNTAIN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "forest" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > FOREST 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a foresty scent. 		
CF | Pine with a hint of redwood. 		
CF | 		
CF | The airplane flies past the refrigerator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: MANUAL 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, FOREST, GEMINI, 		
CF | GOLD, GOOD, GUARD, HELLO, JUGGLE, LAVENDER, LEO, LIBRA, LOCKPICK, 		
CF | LULLABY, MUSIC, ONE, PASSWORD, PINK, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, SHADES, STEAM, SURVEY, SWAT, 		
CF | SWEEP, TAURUS, THREE, TUTORIAL, TWO, UNITRON, VENT, VIRGO, WEATHER, 		
CF | YELLOW, YODEL 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "citrus" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > CITRUS 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a refreshing 		
CF | citrus scent. 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "orange" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > ORANGE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The sweeper struggles to get every last grain into the dustpan. 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | > 		DavidW says, "Each of the three scents only lasts one turn. They don't mix with each other."
		Knight_Otu says, "I suspected it, but I guessed there is one that we haven't found yet that causes allergies in us."
Knight_Otu says (to ClubFloyd), "meadow" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > MEADOW 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wildflower" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > WILDFLOWER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The airplane zooms right in front of you. 		
CF | 		
CF | > 		DavidW says, "Allergies in someone. Not necessary us."
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | Through the window you can see your back yard, a low fence, and a 		
CF | field of yellow wildflowers beyond that. 		
CF | 		
CF | The airplane dives almost to the floor, then recovers. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "dog" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DOG 		
CF | 		
CF | A mechanical dog trots out of the egg and hops down to the floor. 		
CF | 		
CF | The floor is looking pretty well-swept. 		
CF | 		
CF | The airplane flies past the egg, performing a barrel roll as it goes. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | { You just got the Extra Credit point for Sweep Up! Well 		
CF | done! } 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "citrus" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > CITRUS 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a refreshing 		
CF | citrus scent. 		
CF | 		
CF | The airplane flies past the refrigerator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "forest" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > FOREST 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a foresty scent. 		
CF | Pine with a hint of redwood. 		
CF | 		
CF | The airplane roars past the window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lavender" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > LAVENDER 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a pleasant 		
CF | lavender fragrance. 		
CF | 		
CF | The sweeper hops across the kitchen. 		
CF | 		
CF | The airplane taps one wheel on the counter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | The sweeper stops sweeping and leaps back into the egg. 		
CF | 		
CF | The airplane flies over the stove. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "airplane" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > AIRPLANE 		
CF | 		
CF | The plane makes an unsteady landing on the table. It taxis over to the 		
CF | egg, and a mechanical arm lifts it inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "spike" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > SPIKE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > WAVE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "applause" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > APPLAUSE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yodel" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > YODEL 		
CF | 		
CF | A small speaker emerges from the egg, and an amazing alpine voice 		
CF | starts to yodel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "forest" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > FOREST 		
CF | 		
CF | You hear a puffing sound, and the air is infused with a foresty scent. 		
CF | Pine with a hint of redwood. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | Two legs ending in patent leather shoes extend from the egg, lifting 		
CF | it off the table. The egg performs a brief tap routine. The legs 		
CF | retract. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lederhosen" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > LEDERHOSEN 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		Knight_Otu says, "Worth a try."
Knight_Otu says (to ClubFloyd), "bavaria" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BAVARIA 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The yodeling ends. The speaker retreats into the egg. 		
CF | 		
CF | > 		DavidW says, "You have all the commands for the Alpine point."
Knight_Otu says (to ClubFloyd), "com" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > COM 		
CF | 		
CF | Commands you have observed but not tried: (none) 		
CF | 		
CF | Commands you have tried unsuccessfully: MANUAL 		
CF | 		
CF | Commands you have used successfully: ACTIVATE, AIRPLANE, ALARM, 		
CF | AQUARIUS, ARIES, BAD, BADMINTON, BETHLINDA, BLACK, BLUE, BONE, BRICK, 		
CF | BRONZE, BUBBLES, CANCER, CAPRICORN, CATCH, CITRUS, COMB, DANCE, 		
CF | DIAGNOSTIC, DOG, DRONE, DUST, EXTINGUISH, FLOWERS, FOREST, GEMINI, 		
CF | GOLD, GOOD, GUARD, HELLO, JUGGLE, LAVENDER, LEO, LIBRA, LOCKPICK, 		
CF | LULLABY, MUSIC, ONE, PASSWORD, PINK, PISCES, RACECAR, RAMP, RESUPPLY, 		
CF | RETRIEVE, SAGITTARIUS, SCORPIO, SELFWASH, SHADES, STEAM, SURVEY, SWAT, 		
CF | SWEEP, TAURUS, THREE, TUTORIAL, TWO, UNITRON, VENT, VIRGO, WEATHER, 		
CF | YELLOW, YODEL 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "blue" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > BLUE 		
CF | 		
CF | The egg vibrates and slowly turns a pleasant shade of light blue. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yodel" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > YODEL 		
CF | 		
CF | A small speaker emerges from the egg, and an amazing alpine voice 		
CF | starts to yodel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "juggle" 		
CF ] Grandma Bethlinda's Remarkable Egg * Very Good Egg * 		
CF | > 		
CF | > JUGGLE 		
CF | 		
CF | Two mechanical arms appear and start juggling a few miniature bowling 		
CF | pins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | Two legs ending in patent leather shoes extend from the egg, lifting 		
CF | it off the table. The egg performs a brief tap routine. The legs 		
CF | retract. 		
CF | 		
CF | { You just got the Extra Credit point for Alpine Talent 		
CF | Show! Well done! } 		
CF | 		
CF | { You have achieved the rank of Egg Master! Hooray! } 		
CF | 		
CF | > 		DavidW says, "hooray!"
		Knight_Otu says, "I'm not sure why juggling, but okay."
		Knight_Otu says, "I guess more talent than anything else."
Knight_Otu says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | (Greetings - done) 		
CF | (Shiny - done) 		
CF | (Vroom, Vroom - done) 		
CF | (Sweep Up - done) 		
CF | Grrrr 		
CF | (Exterminator - done) 		
CF | I'm Thirsty 		
CF | (Alpine Talent Show - done) 		
CF | Snicker 		
CF | Positive Attitude 		
CF | Fender Bender 		
CF | Someone Has Allergies 		
CF | Quick Pop 		
CF | (All the Year Round - done) 		
CF | (Trial and Error - done) 		
CF | Feature Presentation 		
CF | Laid-Back Sauna 		
CF | (Big Haul - done) 		
CF | On Your Feet! 		
CF | Bull's-Eye 		
CF | (Hundred Percenter - done) 		
CF | 		
CF | You have 10 Extra Credit points. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "racecar" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > RACECAR 		
CF | 		
CF | An iris hatch opens, and a small racecar drops onto the table. It 		
CF | rolls down the ramp and starts zooming around the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | This is your modest little kitchen. A warm breeze drifts in through an 		
CF | open window. There's a wooden table with a large blue egg sitting on 		
CF | it. Next to the egg is a handwritten note. A ramp runs from the table 		
CF | down to the floor. 		
CF | 		
CF | The egg is juggling a few miniature bowling pins. 		
CF | 		
CF | A mechanical dog is sniffing around the stove. 		
CF | 		
CF | A racecar is speeding around the floor. 		
CF | 		
CF | The yodeling ends. The speaker retreats into the egg. 		
CF | 		
CF | The egg fumbles one of the pins. You hear a buzzer. The arms catch the 		
CF | other pins and retract. 		
CF | 		
CF | > 		DavidW says, "If you feel like guessing new commands, Snicker, Feature Presentation, and Bullseye need some."
Knight_Otu says (to ClubFloyd), "steam" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > STEAM 		
CF | 		
CF | Some vents open near the top of the egg, and thick steam pours out, 		
CF | filling the kitchen. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shoot" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > SHOOT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bow" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > BOW 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "arrow" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > ARROW 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The steam dissipates. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "heat" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > HEAT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The racecar hits the end of the bowling pin, spinning it around a few 		
CF | times. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fart" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > FART 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > CLOSE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog trots over to the bowling pin and sits down. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "present" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > PRESENT 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "tea" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > TEA 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "coffee" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > COFFEE 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Roger says (to floyd), "milk" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > MILK 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The racecar hits the end of the bowling pin, spinning it around a few 		
CF | times. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "jump" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog starts investigating the table legs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hover" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > HOVER 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "vacuum" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > VACUUM 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "display" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > DISPLAY 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fetch" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > FETCH 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The dog starts sniffing around the stove. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "arms" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > ARMS 		
CF | 		
CF | The egg does not respond. 		
CF | 		
CF | The racecar hits the end of the bowling pin, spinning it around a few 		
CF | times. 		
CF | 		
CF | > 		DavidW says, "The next version of the Egg should have its hands do shadow puppets."
		Knight_Otu says, "I think I'm done guessing. Glad we played this though."
DavidW says (to ClubFloyd), "extra" 		
CF ] Grandma Bethlinda's Remarkable Egg * Egg Master * 		
CF | > 		
CF | > EXTRA 		
CF | 		
CF | Opportunities for Extra Credit: 		
CF | (Greetings - done) 		
CF | (Shiny - done) 		
CF | (Vroom, Vroom - done) 		
CF | (Sweep Up - done) 		
CF | Grrrr 		
CF | (Exterminator - done) 		
CF | I'm Thirsty 		
CF | (Alpine Talent Show - done) 		
CF | Snicker 		
CF | Positive Attitude 		
CF | Fender Bender 		
CF | Someone Has Allergies 		
CF | Quick Pop 		
CF | (All the Year Round - done) 		
CF | (Trial and Error - done) 		
CF | Feature Presentation 		
CF | Laid-Back Sauna 		
CF | (Big Haul - done) 		
CF | On Your Feet! 		
CF | Bull's-Eye 		
CF | (Hundred Percenter - done) 		
CF | 		
CF | You have 10 Extra Credit points. 		
CF | 		
CF | > 		Roger says, "yeah I have no regrets"
		DavidW says, "yay"
		DavidW says, "Thanks for playing this. I thought this was a fun one, except for the UNITRON bit."



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ClubFloyd Transcript:
Brave Bear by John Evans
Finding Light by Abigail Jazwiec
As played on ifMUD on October 31, 2021

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 Brave Bear written by John Evans, and Finding Light written by Abigail Jazwiec. Brave Bear and Finding Light were both released as part of the 2021 Interactive Fiction Competition, in which they took 46th and 18th place, respectively. You can learn more about the games, including how to download them, by visiting the IFDB pages: Finding Light, and Brave Bear.

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:

Brave Bear by John Evans
Finding Light by Abigail Jazwiec
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

DavidW says (to ClubFloyd), "load sleepmask bravebear" 		
CF | 		
CF | 		
CF | Your owner is in danger. They must be protected. You are a Brave Bear. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] Brave Bear 		
CF ] 		
CF ] 		
CF | 		
DavidW pushes the green 'space' button. 		
CF ] Bed Score: 0 Moves: 0 		
CF | 		
CF | (Type HELP for help, or ABOUT for story information) 		
CF | 		
CF | 		
CF | Bed 		
CF | Owner's bed. Many quilts and blankets cover it in soft, colorful 		
CF | layers. Dim light comes from somewhere outside. 		
CF | 		
CF | > 		DavidW says, "A Bear"
		DavidW says, "A Bear's Night Out starts in a bed too."
DavidW says (to ClubFloyd), "x me" 		
CF ] Bed Score: 0 Moves: 1 		
CF | 		
CF | > X ME 		
CF | 		
CF | Your body is small, and soft. But your heart is brave. You are a Brave 		
CF | Bear. 		
CF | 		
CF | > 		DavidW asks, "I assume we're a teddy bear?"
		Knight_Otu says, "Sounds like it to me."
		MoyTravis says, "That seems likely."
DavidW says (to ClubFloyd), "x bed" 		
CF ] Bed Score: 0 Moves: 1 		
CF | 		
CF | > X BED 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x quilts" 		
CF ] Bed Score: 0 Moves: 1 		
CF | 		
CF | > X QUILTS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Or a cat with delusions of grandbear."
		DavidW says, "I vote OUT"
		Knight_Otu says, "Sure."
		DavidW says, "We could be a Care Bear."
DavidW says (to ClubFloyd), "out" 		
CF ] Owner's Room Score: 0 Moves: 2 		
CF | 		
CF | > OUT 		
CF | 		
CF | You crawl off the bed, and your soft body lands on the floor. 		
CF | 		
CF | Owner's Room 		
CF | Owner's room. Great, crisscrossing wooden shelves are filled with 		
CF | books. There is a great bed with many blankets. A device on the wall 		
CF | sheds dim light. North is a door to the hallway. 		
CF | 		
CF | The exit from this room is blocked by a dark phantom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x phantom" 		
CF ] Owner's Room Score: 0 Moves: 3 		
CF | 		
CF | > X PHANTOM 		
CF | 		
CF | It is a cloud, but also an image. It is darkness, and you cannot see 		
CF | through it. Yet there is something within...a door closes, the door to 		
CF | the Owner's room, closed by a woman. Then it is open again; then it is 		
CF | closed again. The same action repeated over and over. Each time the 		
CF | door is closed, you feel fear, and sadness. 		
CF | 		
CF | There is a sense of wrongness about the dark image. Your heart swells 		
CF | in readiness as you regard it. You feel you must deal with the image, 		
CF | somehow. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Mom, no need to check every minute!"
DavidW says (to ClubFloyd), "x device" 		
CF ] Owner's Room Score: 0 Moves: 4 		
CF | 		
CF | > X DEVICE 		
CF | 		
CF | The Nightlight is here. Shaped vaguely like an elephant, it rests 		
CF | perennially in its wall socket. Day or night, it sheds a comforting 		
CF | light. Even one as brave as yourself feels uplifted in its presence of 		
CF | this friend. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shelves" 		
CF ] Owner's Room Score: 0 Moves: 5 		
CF | 		
CF | > X SHELVES 		
CF | 		
CF | The shelves are pale wood, arranged in a crisscross pattern of 		
CF | squares. The shelves hold books, although many are empty; you recall 		
CF | seeing friends there, but many have been packed away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x books" 		
CF ] Owner's Room Score: 0 Moves: 6 		
CF | 		
CF | > X BOOKS 		
CF | 		
CF | The shelves are pale wood, arranged in a crisscross pattern of 		
CF | squares. The shelves hold books, although many are empty; you recall 		
CF | seeing friends there, but many have been packed away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to nightlight" 		
CF ] Owner's Room Score: 0 Moves: 7 		
CF | 		
CF | > TALK TO NIGHTLIGHT 		
CF | 		
CF | "I...I cannot do much," the Nightlight says. "I will light your way. 		
CF | Please...please make things better again..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to phantom" 		
CF ] Owner's Room Score: 0 Moves: 8 		
CF | 		
CF | > TALK TO PHANTOM 		
CF | 		
CF | Your action does not affect the image. You continue to feel anxiety 		
CF | radiating from it...but you feel bravery swelling from your own heart 		
CF | in answer. You must deal with this thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Owner's Room Score: 0 Moves: 9 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		MoyTravis says, "I don't know if the semi-rhyming was intentional in the "device" but more games should do rhyming or meter in their text."
DavidW says (to ClubFloyd), "hit phantom" 		
CF ] Owner's Room Score: 1 Moves: 10 		
CF | 		
CF | > HIT PHANTOM 		
CF | 		
CF | You are not a cowering toy. You do not shrink from darkness. Your 		
CF | bravery comforts and inspires. You are a Brave Bear. 		
CF | 		
CF | You attack the phantom, not just with your soft arms, but with your 		
CF | bravery. It dissipates immediately. The fear and loneliness vanish. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Owner's Room Score: 1 Moves: 11 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Owner's Room 		
CF | Owner's room. Great, crisscrossing wooden shelves are filled with 		
CF | books. There is a great bed with many blankets. A device on the wall 		
CF | sheds dim light. North is a door to the hallway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hallway Score: 1 Moves: 12 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | 		
CF | The way west is blocked by another dark image. 		
CF | 		
CF | > 		DavidW says, "that's a lotta exits"
		Knight_Otu says, "Yeah."
		MoyTravis says, "Mrmyep. That sure is."
DavidW says (to ClubFloyd), "x phantom" 		
CF ] Hallway Score: 1 Moves: 13 		
CF | 		
CF | > X PHANTOM 		
CF | 		
CF | Another dark cloud blocks the way west. You can see flashing eyes, you 		
CF | can hear far-off shouting. Sadness, and fear--not vague anxiety, but 		
CF | sharper, more immediate. 		
CF | 		
CF | More wrongess, but stronger. Can you deal with it? You must...but you 		
CF | may need help. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on light" 		
CF ] Hallway Score: 1 Moves: 14 		
CF | 		
CF | > TURN ON LIGHT 		
CF | 		
CF | That's not something you can switch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on switch" 		
CF ] Hallway Score: 1 Moves: 15 		
CF | 		
CF | > TURN ON SWITCH 		
CF | 		
CF | You cannot reach the light switch. In any case, it seems a good idea 		
CF | to keep things well lit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x light" 		
CF ] Hallway Score: 1 Moves: 16 		
CF | 		
CF | > X LIGHT 		
CF | 		
CF | A pane of glass set into the ceiling, with something behind it 		
CF | shedding light. 		
CF | 		
CF | > 		Knight_Otu says, "I guess the light is already on."
		DavidW asks, "bathroom to north first?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "n" 		
CF ] Hallway Score: 1 Moves: 17 		
CF | 		
CF | > N 		
CF | 		
CF | You press your soft arms against the door, but it doesn't yield. 		
CF | You're sure Owner and family are not in there, though, and you also 		
CF | suspect none of your friends are. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Hallway Score: 1 Moves: 17 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Hallway Score: 1 Moves: 18 		
CF | 		
CF | > NE 		
CF | 		
CF | You press your soft arms against the door, but it doesn't yield. 		
CF | You're sure Owner and family are not in there, though, and you also 		
CF | suspect none of your friends are. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Hallway Score: 1 Moves: 19 		
CF | 		
CF | > SE 		
CF | 		
CF | You press your soft arms against the door, but it doesn't yield. 		
CF | You're sure Owner and family are not in there, though, and you also 		
CF | suspect none of your friends are. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hallway Score: 1 Moves: 20 		
CF | 		
CF | > E 		
CF | 		
CF | The hallway ends just past those other doors. 		
CF | 		
CF | > 		DavidW asks, "attic then?"
DavidW says (to ClubFloyd), "nw" 		
CF ] Attic Score: 2 Moves: 21 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Attic 		
CF | The attic would feel spacious were it not for the stacks and piles of 		
CF | boxes. The ceiling and floor are unfinished wood. A light shines from 		
CF | the ceiling. Off to the west there are great open pits of gray 		
CF | material, something called 'insulation'. The exit is a set of rough 		
CF | wooden steps leading down, in the east wall. 		
CF | 		
CF | A long-armed Monkey is here. 		
CF | 		
CF | You see a Transforming Robot figure, off on the western side of the 		
CF | attic, past the insulation pits. They are gazing at you with 		
CF | trepidation. 		
CF | 		
CF | The Monkey raises themself from the floor, then gives a wave. "Hello!" 		
CF | the Monkey says. "Something is going on...maybe we should...stick 		
CF | together?" 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		Knight_Otu says, "Yeah I guess."
		MoyTravis says, "Cool we're doing a Toy Story thing I guess."
		Knight_Otu says, "(I am sure that "There are other, inconsequential doors" would be perfectly acceptable in this game.)"
DavidW says (to ClubFloyd), "x monkey" 		
CF ] Attic Score: 2 Moves: 22 		
CF | 		
CF | > X MONKEY 		
CF | 		
CF | The Monkey is not stuffed; they are hollow, meant to have a hand 		
CF | inside. Their fur is soft. Their arms and legs are long, the ends 		
CF | sporting small pads that can stick one to another, forming a sound and 		
CF | comforting embrace. Noticing your scrutiny, the Monkey waves a long 		
CF | arm. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to monkey" 		
CF ] Attic Score: 2 Moves: 23 		
CF | 		
CF | > TALK TO MONKEY 		
CF | 		
CF | "I'll follow along with you," the Monkey says. "I don't know what I 		
CF | can do to help, but if you need something...just tell me to do it!" 		
CF | The Monkey waves their long arms. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask monkey about phantom" 		
CF ] Attic Score: 2 Moves: 24 		
CF | 		
CF | > ASK MONKEY ABOUT PHANTOM 		
CF | 		
CF | "I can't really get a grip on what's going on," the Monkey says. 		
CF | "Haha...get it?" They wave and give a weak laugh. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x robot" 		
CF ] Attic Score: 2 Moves: 25 		
CF | 		
CF | > X ROBOT 		
CF | 		
CF | You remember that someone was upset when Owner received the 		
CF | Transforming Robot as a gift. Something about gender; Owner and 		
CF | Owner's family weren't upset, though. While Owner has never been much 		
CF | for action or war play, the Robot became as loved as any friend. The 		
CF | Transforming Robot is smaller even than yourself, and they can quickly 		
CF | transform from a robot to a car that may be raced across the floor. 		
CF | 		
CF | > 		DavidW says, "yeah, gender issues became obvious with Monkey's description."
DavidW says (to ClubFloyd), "x boxes" 		
CF ] Attic Score: 2 Moves: 26 		
CF | 		
CF | > X BOXES 		
CF | 		
CF | The attic is filled with stacked boxes. They leave only a small path 		
CF | leading past the insulation pits to the western part of the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pits" 		
CF ] Attic Score: 2 Moves: 27 		
CF | 		
CF | > X PITS 		
CF | 		
CF | The floor simply does not exist in certain places here, leaving a 		
CF | strange gray fluff exposed. You know it to be called "insulation". You 		
CF | are sure that anyone falling into this stuff would be Lost. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to robot" 		
CF ] Attic Score: 2 Moves: 28 		
CF | 		
CF | > TALK TO ROBOT 		
CF | 		
CF | "Let's go!" the Transforming Robot proclaims. "Time's a wastin'!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Hallway Score: 2 Moves: 29 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | 		
CF | The way west is blocked by another dark image. 		
CF | The Monkey follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Owner's Room Score: 2 Moves: 30 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Owner's Room 		
CF | Owner's room. Great, crisscrossing wooden shelves are filled with 		
CF | books. There is a great bed with many blankets. A device on the wall 		
CF | sheds dim light. North is a door to the hallway. 		
CF | The Monkey follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nightlight, follow me" 		
CF ] Owner's Room Score: 2 Moves: 31 		
CF | 		
CF | > NIGHTLIGHT, FOLLOW ME 		
CF | 		
CF | "I...I cannot do much," the Nightlight says. "I will light your way. 		
CF | Please...please make things better again..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take nightlight" 		
CF ] Owner's Room Score: 2 Moves: 32 		
CF | 		
CF | > TAKE NIGHTLIGHT 		
CF | 		
CF | "Please don't move me," the Nightlight says. "Please..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hallway Score: 2 Moves: 33 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | 		
CF | The way west is blocked by another dark image. 		
CF | The Monkey follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit image" 		
CF ] Hallway Score: 3 Moves: 34 		
CF | 		
CF | > HIT IMAGE 		
CF | 		
CF | You are not a cowering toy. You do not shrink from darkness. Your 		
CF | bravery comforts and inspires. You are a Brave Bear. 		
CF | 		
CF | You attack the phantom, not just with your soft arms, but with your 		
CF | bravery--and with the love and joy of your friends. The darkness 		
CF | vanishes, and with it the fear. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		DavidW asks, "We don't have the robot. Maybe we get to them later?"
		Knight_Otu says, "I would assume so."
		MoyTravis says, "Maybe tell the robot to follow you."
		DavidW asks, "Or could Monkey get them?"
DavidW says (to ClubFloyd), "u" 		
CF ] Attic Score: 3 Moves: 35 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Attic 		
CF | The attic would feel spacious were it not for the stacks and piles of 		
CF | boxes. The ceiling and floor are unfinished wood. A light shines from 		
CF | the ceiling. Off to the west there are great open pits of gray 		
CF | material, something called 'insulation'. The exit is a set of rough 		
CF | wooden steps leading down, in the east wall. 		
CF | 		
CF | You see a Transforming Robot figure, off on the western side of the 		
CF | attic, past the insulation pits. They are gazing at you with 		
CF | trepidation. 		
CF | The Monkey follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, follow me" 		
CF ] Attic Score: 3 Moves: 36 		
CF | 		
CF | > ROBOT, FOLLOW ME 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "monkey, take robot" 		
CF ] Attic Score: 3 Moves: 37 		
CF | 		
CF | > MONKEY, TAKE ROBOT 		
CF | 		
CF | "I can't, um..." The Monkey doesn't quite seem to know what to do. The 		
CF | Robot stays where they are as well. Maybe if you could lead the Monkey 		
CF | over there... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 3 Moves: 38 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 3 Moves: 39 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, finally making it to the 		
CF | western wall. 		
CF | 		
CF | The Transforming Robot looks more relaxed as you approach. However, 		
CF | they still look with trepidation at the insulation pits. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take robot" 		
CF ] Attic Score: 3 Moves: 40 		
CF | 		
CF | > TAKE ROBOT 		
CF | 		
CF | "I can't get past that stuff," the Transforming Robot says. "I don't 		
CF | want to be Lost..." It's true that the path past the insulation pits 		
CF | is quite narrow, hemmed in by stacks of boxes. You can handle it, as 		
CF | you are a Brave Bear, but your friends may have trouble. You can't 		
CF | even pick up the Robot with your soft arms. If only there were some 		
CF | way to guide the Robot, or simply to reassure them... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hug robot" 		
CF ] Attic Score: 3 Moves: 41 		
CF | 		
CF | > HUG ROBOT 		
CF | 		
CF | "Let's go!" the Transforming Robot proclaims. "Time's a wastin'!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, follow me" 		
CF ] Attic Score: 3 Moves: 42 		
CF | 		
CF | > ROBOT, FOLLOW ME 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, east" 		
CF ] Attic Score: 3 Moves: 43 		
CF | 		
CF | > ROBOT, EAST 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take robot" 		
CF ] Attic Score: 3 Moves: 44 		
CF | 		
CF | > TAKE ROBOT 		
CF | 		
CF | "I can't get past that stuff," the Transforming Robot says. "I don't 		
CF | want to be Lost..." It's true that the path past the insulation pits 		
CF | is quite narrow, hemmed in by stacks of boxes. You can handle it, as 		
CF | you are a Brave Bear, but your friends may have trouble. You can't 		
CF | even pick up the Robot with your soft arms. If only there were some 		
CF | way to guide the Robot, or simply to reassure them... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lead robot" 		
CF ] Attic Score: 3 Moves: 44 		
CF | 		
CF | > LEAD ROBOT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		MoyTravis says, "Tell the robot to turn into a car"
		MoyTravis exclaims, "and then get in and drive it!"
DavidW says (to ClubFloyd), "robot, transform" 		
CF ] Attic Score: 3 Moves: 45 		
CF | 		
CF | > ROBOT, TRANSFORM 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		Knight_Otu says, "Oh, maybe,"
DavidW says (to ClubFloyd), "transform robot" 		
CF ] Attic Score: 3 Moves: 45 		
CF | 		
CF | > TRANSFORM ROBOT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "Or not. Nice idea though."
DavidW says (to ClubFloyd), "guide robot" 		
CF ] Attic Score: 3 Moves: 45 		
CF | 		
CF | > GUIDE ROBOT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 3 Moves: 46 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, toward the exit, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | "Wait," the Transforming Robot says, weakly. It seems they are not 		
CF | going to simply follow you along the narrow path. 		
CF | 		
CF | 		
CF | > 		DavidW says, "I don't know how to solve this one yet."
		MoyTravis says, "Yeah no idea."
		MoyTravis says, "I'm not even sure what the problem is."
		Knight_Otu says, "You fall in insulation, you die. No save."
		DavidW says, "The beam is narrow."
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 3 Moves: 47 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, leaving the insulation pits behind. 		
CF | 		
CF | > 		MoyTravis asks, "Is it that the robot can't get over, or that it just refuses to because it's scary?"
		DavidW says, "The scary reason."
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 3 Moves: 48 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 3 Moves: 49 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, finally making it to the 		
CF | western wall. 		
CF | 		
CF | The Transforming Robot looks more relaxed as you approach. However, 		
CF | they still look with trepidation at the insulation pits. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hold hand" 		
CF ] Attic Score: 3 Moves: 49 		
CF | 		
CF | > HOLD HAND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x robot" 		
CF ] Attic Score: 3 Moves: 50 		
CF | 		
CF | > X ROBOT 		
CF | 		
CF | You remember that someone was upset when Owner received the 		
CF | Transforming Robot as a gift. Something about gender; Owner and 		
CF | Owner's family weren't upset, though. While Owner has never been much 		
CF | for action or war play, the Robot became as loved as any friend. The 		
CF | Transforming Robot is smaller even than yourself, and they can quickly 		
CF | transform from a robot to a car that may be raced across the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch robot" 		
CF ] Attic Score: 3 Moves: 51 		
CF | 		
CF | > TOUCH ROBOT 		
CF | 		
CF | Keep your hands to yourself! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push robot east" 		
CF ] Attic Score: 3 Moves: 52 		
CF | 		
CF | > PUSH ROBOT EAST 		
CF | 		
CF | Is that the best you can think of? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yes" 		
CF ] Attic Score: 3 Moves: 53 		
CF | 		
CF | > YES 		
CF | 		
CF | That was a rhetorical question. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, transform to a car" 		
CF ] Attic Score: 3 Moves: 54 		
CF | 		
CF | > ROBOT, TRANSFORM TO A CAR 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, become a car" 		
CF ] Attic Score: 3 Moves: 55 		
CF | 		
CF | > ROBOT, BECOME A CAR 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask robot about car" 		
CF ] Attic Score: 3 Moves: 56 		
CF | 		
CF | > ASK ROBOT ABOUT CAR 		
CF | 		
CF | "Let's go!" the Transforming Robot proclaims. "Time's a wastin'!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 3 Moves: 57 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, toward the exit, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | "Wait," the Transforming Robot says, weakly. It seems they are not 		
CF | going to simply follow you along the narrow path. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 3 Moves: 58 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, leaving the insulation pits behind. 		
CF | 		
CF | > 		MoyTravis says, "Robot, why are you like this."
		DavidW says, "I think we need to come back here later."
		MoyTravis asks, "Ask monkey about robot? Ask robot about monkey?"
		Knight_Otu says, "CAuse things are scary."
DavidW says (to ClubFloyd), "ask monkey about robot" 		
CF ] Attic Score: 3 Moves: 59 		
CF | 		
CF | > ASK MONKEY ABOUT ROBOT 		
CF | 		
CF | "I can't really get a grip on what's going on," the Monkey says. 		
CF | "Haha...get it?" They wave and give a weak laugh. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "monkey, west" 		
CF ] Attic Score: 3 Moves: 60 		
CF | 		
CF | > MONKEY, WEST 		
CF | 		
CF | "I'll just follow you," the Monkey mumbles. 		
CF | 		
CF | > 		Knight_Otu says, "That could work. Or maybe it's the same as talk about."
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 3 Moves: 61 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 3 Moves: 62 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, finally making it to the 		
CF | western wall. 		
CF | 		
CF | The Transforming Robot looks more relaxed as you approach. However, 		
CF | they still look with trepidation at the insulation pits. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask robot about monkey" 		
CF ] Attic Score: 3 Moves: 63 		
CF | 		
CF | > ASK ROBOT ABOUT MONKEY 		
CF | 		
CF | "Let's go!" the Transforming Robot proclaims. "Time's a wastin'!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask robot about me" 		
CF ] Attic Score: 3 Moves: 64 		
CF | 		
CF | > ASK ROBOT ABOUT ME 		
CF | 		
CF | "Let's go!" the Transforming Robot proclaims. "Time's a wastin'!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask robot about pits" 		
CF ] Attic Score: 3 Moves: 65 		
CF | 		
CF | > ASK ROBOT ABOUT PITS 		
CF | 		
CF | "Let's go!" the Transforming Robot proclaims. "Time's a wastin'!" 		
CF | 		
CF | > 		MoyTravis says, "Okay he only has one response."
		DavidW says, "yeah, their default is misleading."
Knight_Otu says (to ClubFloyd), "x path" 		
CF ] Attic Score: 3 Moves: 65 		
CF | 		
CF | > X PATH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 3 Moves: 66 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, toward the exit, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | "Wait," the Transforming Robot says, weakly. It seems they are not 		
CF | going to simply follow you along the narrow path. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 3 Moves: 67 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, leaving the insulation pits behind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Hallway Score: 3 Moves: 68 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | The Monkey follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Mezzanine Score: 3 Moves: 69 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mezzanine 		
CF | The mezzanine extends above the southern edge of the living room. On 		
CF | the east side is a stairway leading down, close to the entrance to the 		
CF | upper level hallway. Large windows in the south wall provide a view to 		
CF | the outside on both floors; at the moment it is dark, with occasional 		
CF | flashes of lightning, and rain spatters against the windows. 		
CF | The Monkey follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Living Room Score: 3 Moves: 70 		
CF | 		
CF | > D 		
CF | 		
CF | You flop slowly down one carpeted step after another, until you reach 		
CF | the living room. 		
CF | Living Room 		
CF | The living room is a wide open space. To the east, a stairway goes up 		
CF | to the mezzanine and the rest of the upper floor. South is a great 		
CF | wall of windows. North, you step up to the tiled floor of the kitchen. 		
CF | West is a smaller door to the utility room, and ultimately outside. 		
CF | The hardwood floor of this room has often been used as Owner's 		
CF | playroom, though now everything is packed into boxes. Lights shine 		
CF | from above. 		
CF | 		
CF | A Music Maker rests on the floor here. 		
CF | The Monkey follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x maker" 		
CF ] Living Room Score: 3 Moves: 71 		
CF | 		
CF | > X MAKER 		
CF | 		
CF | The Music Maker is here. They have a cheerful face and body, and they 		
CF | can roll slowly on four wheels. Their top is sensitive, and 		
CF | battery-operated; if the Music Maker is struck, they will play a happy 		
CF | tune and flash various colors. The Music Maker's joy is no less 		
CF | effective for being simple. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to maker" 		
CF ] Living Room Score: 3 Moves: 72 		
CF | 		
CF | > TALK TO MAKER 		
CF | 		
CF | "I'm happy to see you!" the Music Maker says, eyes spinning. "I'm here 		
CF | for you! Do you want some music and lights?" 		
CF | 		
CF | > 		DavidW says, "Maybe Robot can sit on Maker."
DavidW says (to ClubFloyd), "maker, follow me" 		
CF ] Living Room Score: 3 Moves: 73 		
CF | 		
CF | > MAKER, FOLLOW ME 		
CF | 		
CF | "Of course!" the Music Maker says, eyes spinning. You get the feeling 		
CF | they don't really understand. 		
CF | 		
CF | > 		Knight_Otu says, "Or make them joyful enough to not be scared."
DavidW says (to ClubFloyd), "x boxes" 		
CF ] Living Room Score: 3 Moves: 74 		
CF | 		
CF | > X BOXES 		
CF | 		
CF | There may be more friends inside, but you are certain you cannot get 		
CF | them out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Utility Room Score: 3 Moves: 75 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Utility Room 		
CF | A general purpose room. It holds many shelves, and it also contains 		
CF | the rumbling machines that clean clothing. East is the living room, 		
CF | and in the west wall is a door leading outside. 		
CF | 		
CF | That door draws your attention. From it you feel fear--a familiar 		
CF | fear. It is the dully twisting fear of your Owner. You must go there. 		
CF | 		
CF | The Monkey follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machines" 		
CF ] Utility Room Score: 3 Moves: 75 		
CF | 		
CF | > X MACHINES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Utility Room Score: 3 Moves: 76 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | Behind the door you sense the most powerful darkness yet. It is a 		
CF | scream of loss and loneliness, suffering given a half-substantial 		
CF | form. Your heart swells, but also trembles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Utility Room Score: 3 Moves: 77 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | He's not something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to door" 		
CF ] Utility Room Score: 3 Moves: 78 		
CF | 		
CF | > TALK TO DOOR 		
CF | 		
CF | Your action does not affect the image. It roils unceasingly; you will 		
CF | need much strength to confront it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit door" 		
CF ] Utility Room Score: 3 Moves: 79 		
CF | 		
CF | > HIT DOOR 		
CF | 		
CF | The door flies open, and beyond it stretches darkness. More than 		
CF | physical darkness, this is like gazing into all the fear a soul can 		
CF | muster. It is a whirling storm of loss, shame, sadness, despair, 		
CF | terror, pain... 		
CF | 		
CF | As brave as you are, you cannot stand up to this. You can feel your 		
CF | friends supporting you--the comforting Nightlight, the clownish 		
CF | Monkey...yet it is not enough. You cannot make it through. The door 		
CF | slams before you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Living Room Score: 3 Moves: 80 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is a wide open space. To the east, a stairway goes up 		
CF | to the mezzanine and the rest of the upper floor. South is a great 		
CF | wall of windows. North, you step up to the tiled floor of the kitchen. 		
CF | West is a smaller door to the utility room, and ultimately outside. 		
CF | The hardwood floor of this room has often been used as Owner's 		
CF | playroom, though now everything is packed into boxes. Lights shine 		
CF | from above. 		
CF | The Monkey follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen Score: 3 Moves: 81 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A black and white tiled floor is the most obvious feature of the 		
CF | kitchen. There is also a table with chairs, and there are several 		
CF | counters where Mother used to prepare food. The pots and pans aren't 		
CF | used so much any more. East is the den and front door. South is the 		
CF | living room, and you could go back up to the mezzanine from here. 		
CF | North is the back porch. Lights are on in this room, 24 hours a day. 		
CF | The Monkey follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		MoyTravis says, "I guess we need Robot."
		Knight_Otu nods.
DavidW says (to ClubFloyd), "x table" 		
CF ] Kitchen Score: 3 Moves: 82 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | The chairs are neatly pushed up to the table. The table has some 		
CF | placemats showing maps and quiz material, but it's otherwise empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x placemats" 		
CF ] Kitchen Score: 3 Moves: 82 		
CF | 		
CF | > X PLACEMATS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Darkness Score: 3 Moves: 83 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on maker" 		
CF ] Darkness Score: 3 Moves: 83 		
CF | 		
CF | > TURN ON MAKER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch maker" 		
CF ] Darkness Score: 3 Moves: 83 		
CF | 		
CF | > TOUCH MAKER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to maker" 		
CF ] Darkness Score: 3 Moves: 83 		
CF | 		
CF | > TALK TO MAKER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 3 Moves: 84 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A black and white tiled floor is the most obvious feature of the 		
CF | kitchen. There is also a table with chairs, and there are several 		
CF | counters where Mother used to prepare food. The pots and pans aren't 		
CF | used so much any more. East is the den and front door. South is the 		
CF | living room, and you could go back up to the mezzanine from here. 		
CF | North is the back porch. Lights are on in this room, 24 hours a day. 		
CF | 		
CF | A Music Maker rests on the floor here. 		
CF | 		
CF | A long-armed Monkey is here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch top" 		
CF ] Kitchen Score: 3 Moves: 84 		
CF | 		
CF | > TOUCH TOP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to maker" 		
CF ] Kitchen Score: 3 Moves: 85 		
CF | 		
CF | > TALK TO MAKER 		
CF | 		
CF | "I'm happy to see you!" the Music Maker says, eyes spinning. "I'm here 		
CF | for you! Do you want some music and lights?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yes" 		
CF ] Kitchen Score: 3 Moves: 86 		
CF | 		
CF | > YES 		
CF | 		
CF | That was a rhetorical question. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x maker" 		
CF ] Kitchen Score: 3 Moves: 87 		
CF | 		
CF | > X MAKER 		
CF | 		
CF | The Music Maker is here. They have a cheerful face and body, and they 		
CF | can roll slowly on four wheels. Their top is sensitive, and 		
CF | battery-operated; if the Music Maker is struck, they will play a happy 		
CF | tune and flash various colors. The Music Maker's joy is no less 		
CF | effective for being simple. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit maker" 		
CF ] Kitchen Score: 3 Moves: 88 		
CF | 		
CF | > HIT MAKER 		
CF | 		
CF | You have no reason to attack a friend of the Owner...unless you do! 		
CF | You bop the Music Maker upon the head, and their song begins to blare, 		
CF | while their lights flash garishly. 		
CF | 		
CF | The Music Maker's song continues to blare, and their lights flash 		
CF | relentlessly! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Den Score: 4 Moves: 89 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Den 		
CF | The east wall has windows and the front door. There's an area where 		
CF | shoes are left and coats are hung, the floor smooth hardwood. Most of 		
CF | the rest of the room has a soft gray carpet, with several couches and 		
CF | a small table. The kitchen is to the west, with a wall extending most 		
CF | of the way between the rooms. 		
CF | 		
CF | A Music Maker rests on the floor here. 		
CF | 		
CF | A Frog Reporter is here. 		
CF | 		
CF | The Music Maker's song continues to blare, and their lights flash 		
CF | relentlessly! 		
CF | The Monkey follows you. 		
CF | 		
CF | The Frog Reporter was laying behind a chair. They stand and move over 		
CF | to you. "Hi ho!" the Frog Reporter says. "Are you trying to help out? 		
CF | Let's help together!" 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		MoyTravis asks, "So what is this thing that's happening that everybody is so worried about? Are we being attacked by the Heartless or something?"
		Knight_Otu says, "Hit seems so inappropriate there."
DavidW says (to ClubFloyd), "talk to frog" 		
CF ] Darkness Score: 4 Moves: 90 		
CF | 		
CF | > TALK TO FROG 		
CF | 		
CF | "Hi ho!" the Frog Reporter says. "I'm here to help, if you need me!" 		
CF | 		
CF | The Music Maker's song winds to a close, and their lights go dark. 		
CF | 		
CF | It is now pitch dark in here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 4 Moves: 91 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A black and white tiled floor is the most obvious feature of the 		
CF | kitchen. There is also a table with chairs, and there are several 		
CF | counters where Mother used to prepare food. The pots and pans aren't 		
CF | used so much any more. East is the den and front door. South is the 		
CF | living room, and you could go back up to the mezzanine from here. 		
CF | North is the back porch. Lights are on in this room, 24 hours a day. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		Knight_Otu says, "Kind of sounds like heartless."
DavidW says (to ClubFloyd), "score" 		
CF ] Kitchen Score: 4 Moves: 91 		
CF | 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 4 out of a possible 7, in 91 turns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Back Porch Score: 4 Moves: 92 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Back Porch 		
CF | You stand outside the house, a canopy above shielding you from the 		
CF | rain and holding a wanly shining light. South is the door back to the 		
CF | kitchen; you stand on an expanse of painted wood, and around it...the 		
CF | Outside. Grass and gravel. Even without the storm and roiling 		
CF | darkness, you do not think you can venture any further. Friends have 		
CF | been Lost out there...You are an indoors bear. There's brave, and then 		
CF | there's foolish. 		
CF | 		
CF | A Plastic Car rests in the grass. 		
CF | 		
CF | At the edge of the roiling cloud, you spot a Plastic Doll laying in 		
CF | the grass. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x car" 		
CF ] Back Porch Score: 4 Moves: 93 		
CF | 		
CF | > X CAR 		
CF | 		
CF | A very simple, rounded version of a car, molded in bright plastic. 		
CF | There is a seat, but Owner is now too large to fit. The perennially 		
CF | cheerful face is speckled with black spots of mold. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to car" 		
CF ] Back Porch Score: 5 Moves: 94 		
CF | 		
CF | > TALK TO CAR 		
CF | 		
CF | The Plastic Car brightens. "I'm so glad to see you! Something is 		
CF | happening, isn't it? I can't go inside, but my joy will go with you!" 		
CF | You do indeed feel strengthened by the Plastic Car's spirit. 		
CF | "I know my joy will help you!" the Plastic Car says. "I...I can't come 		
CF | inside. I can go around out here, maybe..." 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Back Porch Score: 5 Moves: 95 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		MoyTravis asks, "Ok can we drive THIS car?"
DavidW says (to ClubFloyd), "x ball" 		
CF ] Back Porch Score: 5 Moves: 95 		
CF | 		
CF | > X BALL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doll" 		
CF ] Back Porch Score: 5 Moves: 96 		
CF | 		
CF | > X DOLL 		
CF | 		
CF | The Plastic Doll is in the shape of a woman who may be dressed in many 		
CF | different outfits. Her current dress is wet and grass-stained. Her 		
CF | painted face is meant to project confidence, though there seems little 		
CF | of that to go around. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe."
DavidW says (to ClubFloyd), "talk to doll" 		
CF ] Back Porch Score: 5 Moves: 97 		
CF | 		
CF | > TALK TO DOLL 		
CF | 		
CF | The Plastic Doll makes a weak reply, but you cannot even understand 		
CF | what they say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "doll, follow me" 		
CF ] Back Porch Score: 5 Moves: 98 		
CF | 		
CF | > DOLL, FOLLOW ME 		
CF | 		
CF | The Plastic Doll makes a weak reply, but you cannot even understand 		
CF | what they say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Kitchen Score: 5 Moves: 99 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A black and white tiled floor is the most obvious feature of the 		
CF | kitchen. There is also a table with chairs, and there are several 		
CF | counters where Mother used to prepare food. The pots and pans aren't 		
CF | used so much any more. East is the den and front door. South is the 		
CF | living room, and you could go back up to the mezzanine from here. 		
CF | North is the back porch. Lights are on in this room, 24 hours a day. 		
CF | 		
CF | A Music Maker rests on the floor here. 		
CF | 		
CF | A Frog Reporter is here. 		
CF | 		
CF | A long-armed Monkey is here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Back Porch Score: 5 Moves: 100 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Back Porch 		
CF | You stand outside the house, a canopy above shielding you from the 		
CF | rain and holding a wanly shining light. South is the door back to the 		
CF | kitchen; you stand on an expanse of painted wood, and around it...the 		
CF | Outside. Grass and gravel. Even without the storm and roiling 		
CF | darkness, you do not think you can venture any further. Friends have 		
CF | been Lost out there...You are an indoors bear. There's brave, and then 		
CF | there's foolish. 		
CF | 		
CF | A Plastic Car rests in the grass. 		
CF | 		
CF | At the edge of the roiling cloud, you spot a Plastic Doll laying in 		
CF | the grass. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take doll" 		
CF ] Back Porch Score: 5 Moves: 101 		
CF | 		
CF | > TAKE DOLL 		
CF | 		
CF | You cannot reach the Plastic Doll, and they do not appear able to move 		
CF | from where they are. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "monkey, take doll" 		
CF ] Back Porch Score: 5 Moves: 101 		
CF | 		
CF | > MONKEY, TAKE DOLL 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		DavidW says, "oh, no one came outside with us."
		Knight_Otu says, "I think the others... right."
		MoyTravis exclaims, "Drive the car to the doll!"
DavidW says (to ClubFloyd), "enter car" 		
CF ] Back Porch Score: 5 Moves: 102 		
CF | 		
CF | > ENTER CAR 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drive car" 		
CF ] Back Porch Score: 5 Moves: 102 		
CF | 		
CF | > DRIVE CAR 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "go to doll" 		
CF ] Back Porch Score: 5 Moves: 102 		
CF | 		
CF | > GO TO DOLL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
DavidW says (to ClubFloyd), "n" 		
CF ] Back Porch Score: 5 Moves: 103 		
CF | 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Back Porch Score: 5 Moves: 104 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Back Porch 		
CF | You stand outside the house, a canopy above shielding you from the 		
CF | rain and holding a wanly shining light. South is the door back to the 		
CF | kitchen; you stand on an expanse of painted wood, and around it...the 		
CF | Outside. Grass and gravel. Even without the storm and roiling 		
CF | darkness, you do not think you can venture any further. Friends have 		
CF | been Lost out there...You are an indoors bear. There's brave, and then 		
CF | there's foolish. 		
CF | 		
CF | A Plastic Car rests in the grass. 		
CF | 		
CF | At the edge of the roiling cloud, you spot a Plastic Doll laying in 		
CF | the grass. 		
CF | 		
CF | > 		MoyTravis says, "I guess not."
DavidW says (to ClubFloyd), "x cloud" 		
CF ] Back Porch Score: 5 Moves: 104 		
CF | 		
CF | > X CLOUD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask car about doll" 		
CF ] Back Porch Score: 5 Moves: 105 		
CF | 		
CF | > ASK CAR ABOUT DOLL 		
CF | 		
CF | "I know my joy will help you!" the Plastic Car says. "I...I can't come 		
CF | inside. I can go around out here, maybe..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "car, get doll" 		
CF ] Back Porch Score: 6 Moves: 106 		
CF | 		
CF | > CAR, GET DOLL 		
CF | 		
CF | "Oh!" the Plastic Car says. "Oh, yes! I think I can do that!" The Car 		
CF | rolls over to the doll laying in the grass. Sheltered from the rain, 		
CF | the Doll appears to recover. Soon the Doll is able to hold onto the 		
CF | Car, and the vehicle slowly returns to the porch. 		
CF | 		
CF | Once in your presence, the Plastic Doll gives you a quick hug. "Thank 		
CF | you," they say. "I miss being inside..." The Doll hurries back through 		
CF | the door, leaving you alone with the beaming Car. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		Knight_Otu exclaims, "YES!"
		MoyTravis exclaims, "Nice!"
		DavidW says, "That may be everyone but the Robot."
DavidW says (to ClubFloyd), "score" 		
CF ] Back Porch Score: 6 Moves: 106 		
CF | 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 6 out of a possible 7, in 106 turns. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I think so."
		MoyTravis asks, "Yeah. Did we music the robot yet?"
		Knight_Otu says, "We did."
		DavidW says, "no"
		Knight_Otu says, "No, we didn't."
DavidW says (to ClubFloyd), "Let's go back to robot" 		
CF ] Back Porch Score: 6 Moves: 106 		
CF | 		
CF | > LET'S GO BACK TO ROBOT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Kitchen Score: 6 Moves: 107 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A black and white tiled floor is the most obvious feature of the 		
CF | kitchen. There is also a table with chairs, and there are several 		
CF | counters where Mother used to prepare food. The pots and pans aren't 		
CF | used so much any more. East is the den and front door. South is the 		
CF | living room, and you could go back up to the mezzanine from here. 		
CF | North is the back porch. Lights are on in this room, 24 hours a day. 		
CF | 		
CF | The Plastic Doll is standing here. 		
CF | 		
CF | A Music Maker rests on the floor here. 		
CF | 		
CF | A Frog Reporter is here. 		
CF | 		
CF | A long-armed Monkey is here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Mezzanine Score: 6 Moves: 108 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Mezzanine 		
CF | The mezzanine extends above the southern edge of the living room. On 		
CF | the east side is a stairway leading down, close to the entrance to the 		
CF | upper level hallway. Large windows in the south wall provide a view to 		
CF | the outside on both floors; at the moment it is dark, with occasional 		
CF | flashes of lightning, and rain spatters against the windows. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		Knight_Otu says, "I misunderstood the question."
DavidW says (to ClubFloyd), "e" 		
CF ] Hallway Score: 6 Moves: 109 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Attic Score: 6 Moves: 110 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Attic 		
CF | The attic would feel spacious were it not for the stacks and piles of 		
CF | boxes. The ceiling and floor are unfinished wood. A light shines from 		
CF | the ceiling. Off to the west there are great open pits of gray 		
CF | material, something called 'insulation'. The exit is a set of rough 		
CF | wooden steps leading down, in the east wall. 		
CF | 		
CF | You see a Transforming Robot figure, off on the western side of the 		
CF | attic, past the insulation pits. They are gazing at you with 		
CF | trepidation. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		MoyTravis asks, "Wait, did we lose the music box?"
		DavidW says, "oops, doll and maker stopped somewhere."
DavidW says (to ClubFloyd), "d" 		
CF ] Hallway Score: 6 Moves: 111 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		Knight_Otu asks, "I think they can't climb stairs maybe?"
DavidW drops ifMud white pages. 		
DavidW says (to ClubFloyd), "take iwp" 		
CF ] Hallway Score: 6 Moves: 111 		
CF | 		
CF | > TAKE IWP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW gets ifMud white pages. 		
DavidW says (to ClubFloyd), "d" 		
CF ] Hallway Score: 6 Moves: 112 		
CF | 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Mezzanine Score: 6 Moves: 113 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mezzanine 		
CF | The mezzanine extends above the southern edge of the living room. On 		
CF | the east side is a stairway leading down, close to the entrance to the 		
CF | upper level hallway. Large windows in the south wall provide a view to 		
CF | the outside on both floors; at the moment it is dark, with occasional 		
CF | flashes of lightning, and rain spatters against the windows. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Living Room Score: 6 Moves: 114 		
CF | 		
CF | > D 		
CF | 		
CF | You flop slowly down one carpeted step after another, until you reach 		
CF | the living room. 		
CF | Living Room 		
CF | The living room is a wide open space. To the east, a stairway goes up 		
CF | to the mezzanine and the rest of the upper floor. South is a great 		
CF | wall of windows. North, you step up to the tiled floor of the kitchen. 		
CF | West is a smaller door to the utility room, and ultimately outside. 		
CF | The hardwood floor of this room has often been used as Owner's 		
CF | playroom, though now everything is packed into boxes. Lights shine 		
CF | from above. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | The Plastic Doll follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		DavidW says, "I guess those two can't climb stairs."
		Knight_Otu says, "Seems likely, yeah."
		DavidW says, "We could try the utility door phantom without the robot, I suppose."
		MoyTravis says, "I bet we need the robot."
DavidW says (to ClubFloyd), "w" 		
CF ] Utility Room Score: 6 Moves: 115 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Utility Room 		
CF | A general purpose room. It holds many shelves, and it also contains 		
CF | the rumbling machines that clean clothing. East is the living room, 		
CF | and in the west wall is a door leading outside. 		
CF | 		
CF | That door draws your attention. From it you feel fear--a familiar 		
CF | fear. It is the dully twisting fear of your Owner. You must go there. 		
CF | 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | The Plastic Doll follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		Knight_Otu says, "We can try, still."
		MoyTravis asks, "So we have the monkey and reporter, right?"
DavidW says (to ClubFloyd), "hit door" 		
CF ] Utility Room Score: 6 Moves: 116 		
CF | 		
CF | > HIT DOOR 		
CF | 		
CF | The door flies open, and beyond it stretches darkness. More than 		
CF | physical darkness, this is like gazing into all the fear a soul can 		
CF | muster. It is a whirling storm of loss, shame, sadness, despair, 		
CF | terror, pain... 		
CF | 		
CF | As brave as you are, you cannot stand up to this. You can feel your 		
CF | friends supporting you--the comforting Nightlight, the clownish 		
CF | Monkey...yet it is not enough. You cannot make it through. The door 		
CF | slams before you. 		
CF | 		
CF | > 		MoyTravis asks, "The monkey grabs and the reporter does what?"
DavidW says (to ClubFloyd), "x frog" 		
CF ] Utility Room Score: 6 Moves: 117 		
CF | 		
CF | > X FROG 		
CF | 		
CF | The Frog Reporter is soft and green, with a coat that may be removed. 		
CF | You seem to recall a hat, but it was Lost long ago. The Frog Reporter 		
CF | is confident and curious. Their hands have pads that can stick 		
CF | together, much like the Monkey. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x coat" 		
CF ] Utility Room Score: 6 Moves: 117 		
CF | 		
CF | > X COAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis asks, "Oh, have the frog carry the robot? Or the monkey? Or both?"
		Knight_Otu says, "I think they all mainly lend us their joy power."
		DavidW says, "Maybe the joy or the sticky pads help."
		MoyTravis says, "Well the car lent us its joy power, but also rescued the doll."
DavidW says (to ClubFloyd), "e" 		
CF ] Living Room Score: 6 Moves: 118 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is a wide open space. To the east, a stairway goes up 		
CF | to the mezzanine and the rest of the upper floor. South is a great 		
CF | wall of windows. North, you step up to the tiled floor of the kitchen. 		
CF | West is a smaller door to the utility room, and ultimately outside. 		
CF | The hardwood floor of this room has often been used as Owner's 		
CF | playroom, though now everything is packed into boxes. Lights shine 		
CF | from above. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | The Plastic Doll follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Mezzanine Score: 6 Moves: 119 		
CF | 		
CF | > U 		
CF | 		
CF | You pull yourself up the stairs, one at a time. Some of your friends 		
CF | can handle the stairs, but you doubt all of them can manage it. 		
CF | 		
CF | Mezzanine 		
CF | The mezzanine extends above the southern edge of the living room. On 		
CF | the east side is a stairway leading down, close to the entrance to the 		
CF | upper level hallway. Large windows in the south wall provide a view to 		
CF | the outside on both floors; at the moment it is dark, with occasional 		
CF | flashes of lightning, and rain spatters against the windows. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hallway Score: 6 Moves: 120 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Attic Score: 6 Moves: 121 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Attic 		
CF | The attic would feel spacious were it not for the stacks and piles of 		
CF | boxes. The ceiling and floor are unfinished wood. A light shines from 		
CF | the ceiling. Off to the west there are great open pits of gray 		
CF | material, something called 'insulation'. The exit is a set of rough 		
CF | wooden steps leading down, in the east wall. 		
CF | 		
CF | You see a Transforming Robot figure, off on the western side of the 		
CF | attic, past the insulation pits. They are gazing at you with 		
CF | trepidation. 		
CF | The Monkey follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 6 Moves: 122 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 6 Moves: 123 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, finally making it to the 		
CF | western wall. 		
CF | 		
CF | The Transforming Robot looks more relaxed as you approach. However, 		
CF | they still look with trepidation at the insulation pits. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to robot" 		
CF ] Attic Score: 6 Moves: 124 		
CF | 		
CF | > TALK TO ROBOT 		
CF | 		
CF | "Let's go!" the Transforming Robot proclaims. "Time's a wastin'!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, follow me" 		
CF ] Attic Score: 6 Moves: 125 		
CF | 		
CF | > ROBOT, FOLLOW ME 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give joy to robot" 		
CF ] Attic Score: 6 Moves: 125 		
CF | 		
CF | > GIVE JOY TO ROBOT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 6 Moves: 126 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, toward the exit, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | "Wait," the Transforming Robot says, weakly. It seems they are not 		
CF | going to simply follow you along the narrow path. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 6 Moves: 127 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, leaving the insulation pits behind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask frog about pads" 		
CF ] Attic Score: 6 Moves: 128 		
CF | 		
CF | > ASK FROG ABOUT PADS 		
CF | 		
CF | "Hi ho!" the Frog Reporter says. "I'm here to help, if you need me!" 		
CF | 		
CF | > 		MoyTravis asks, "frog, get robot...?"
DavidW says (to ClubFloyd), "frog, get robot" 		
CF ] Attic Score: 6 Moves: 129 		
CF | 		
CF | > FROG, GET ROBOT 		
CF | 		
CF | "I think you may have to take care of that!" the Frog Reporter says. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take frog" 		
CF ] Attic Score: 6 Moves: 130 		
CF | 		
CF | > TAKE FROG 		
CF | 		
CF | "Let's go!" the Frog Reporter says. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 6 Moves: 131 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Attic Score: 6 Moves: 132 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Attic Score: 6 Moves: 133 		
CF | 		
CF | > E 		
CF | 		
CF | You walk across the attic, leaving the insulation pits behind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "frog, remove coat" 		
CF ] Attic Score: 6 Moves: 134 		
CF | 		
CF | > FROG, REMOVE COAT 		
CF | 		
CF | "I think you may have to take care of that!" the Frog Reporter says. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take coat" 		
CF ] Attic Score: 6 Moves: 134 		
CF | 		
CF | > TAKE COAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "frog, hold hands with monkey" 		
CF ] Attic Score: 6 Moves: 135 		
CF | 		
CF | > FROG, HOLD HANDS WITH MONKEY 		
CF | 		
CF | "I think you may have to take care of that!" the Frog Reporter says. 		
CF | 		
CF | > 		MoyTravis asks, "Try frog, get robot in the west side?"
		MoyTravis asks, "Or monkey, get robot in the west side?"
		Knight_Otu says, "I don't think they follow us."
DavidW says (to ClubFloyd), "frog, get robot in the west side" 		
CF ] Attic Score: 6 Moves: 136 		
CF | 		
CF | > FROG, GET ROBOT IN THE WEST SIDE 		
CF | 		
CF | "I think you may have to take care of that!" the Frog Reporter says. 		
CF | 		
CF | > 		MoyTravis asks, "...wait, what?"
		MoyTravis asks, "No I thought - can you go west and look?"
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 6 Moves: 137 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, following the narrow path 		
CF | by the insulation pits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Attic Score: 6 Moves: 138 		
CF | 		
CF | > W 		
CF | 		
CF | You walk toward the other side of the attic, finally making it to the 		
CF | western wall. 		
CF | 		
CF | The Transforming Robot looks more relaxed as you approach. However, 		
CF | they still look with trepidation at the insulation pits. 		
CF | 		
CF | 		
CF | > 		DavidW asks, "Look at what here?"
DavidW says (to ClubFloyd), "l" 		
CF ] Attic Score: 6 Moves: 139 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Attic 		
CF | The attic would feel spacious were it not for the stacks and piles of 		
CF | boxes. The ceiling and floor are unfinished wood. A light shines from 		
CF | the ceiling. Off to the west there are great open pits of gray 		
CF | material, something called 'insulation'. The exit is a set of rough 		
CF | wooden steps leading down, in the east wall. 		
CF | 		
CF | A Frog Reporter is here. 		
CF | 		
CF | A long-armed Monkey is here. 		
CF | 		
CF | You see a Transforming Robot figure, off on the western side of the 		
CF | attic, past the insulation pits. They are gazing at you with 		
CF | trepidation. 		
CF | 		
CF | > 		MoyTravis says, "The room description."
		MoyTravis says, "Yeah they be present."
DavidW says (to ClubFloyd), "help robot" 		
CF ] Attic Score: 6 Moves: 139 		
CF | 		
CF | > HELP ROBOT 		
CF | 		
CF | I only understood you as far as wanting to help. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "show pit" 		
CF ] Attic Score: 6 Moves: 139 		
CF | 		
CF | > SHOW PIT 		
CF | 		
CF | Whom do you want to show the insulation to? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot" 		
CF ] Attic Score: 6 Moves: 140 		
CF | 		
CF | > ROBOT 		
CF | 		
CF | (first taking the insulation) 		
CF | That's hardly portable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on robot" 		
CF ] Attic Score: 6 Moves: 141 		
CF | 		
CF | > GET ON ROBOT 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x robot" 		
CF ] Attic Score: 6 Moves: 142 		
CF | 		
CF | > X ROBOT 		
CF | 		
CF | You remember that someone was upset when Owner received the 		
CF | Transforming Robot as a gift. Something about gender; Owner and 		
CF | Owner's family weren't upset, though. While Owner has never been much 		
CF | for action or war play, the Robot became as loved as any friend. The 		
CF | Transforming Robot is smaller even than yourself, and they can quickly 		
CF | transform from a robot to a car that may be raced across the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "robot, race" 		
CF ] Attic Score: 6 Moves: 143 		
CF | 		
CF | > ROBOT, RACE 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		MoyTravis asks, "Can we try frog, get robot here and monkey, get robot?"
DavidW says (to ClubFloyd), "robot, be car" 		
CF ] Attic Score: 6 Moves: 144 		
CF | 		
CF | > ROBOT, BE CAR 		
CF | 		
CF | "What?" The Transforming Robot looks nervously at the insulation pits. 		
CF | "I'm not sure I..." 		
CF | 		
CF | > 		DavidW says (to Moy), "I don't understand what you mean exactly."
		MoyTravis says, "Uh"
		MoyTravis asks, "Can I try it?"
		DavidW says, "You seem to be suggesting unusual constructions."
		DavidW says, "yes, try"
MoyTravis says (to ClubFloyd), "frog, get robot" 		
CF ] Attic Score: 6 Moves: 145 		
CF | 		
CF | > FROG, GET ROBOT 		
CF | 		
CF | "I think you may have to take care of that!" the Frog Reporter says. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "monkey, get robot" 		
CF ] Attic Score: 7 Moves: 146 		
CF | 		
CF | > MONKEY, GET ROBOT 		
CF | 		
CF | "I know what to do!" the Monkey cries. They grab part of a box with 		
CF | one arm, and they stretch the other out to the Transforming Robot. 		
CF | This gives the Robot enough confidence to start along the path. With 		
CF | your bravery spurring them on, your small group makes it all the way 		
CF | across the narrow path to the safe area. "Thank you," the Robot says. 		
CF | "I will help you. I must help!" 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | > 		MoyTravis says, "huh"
		Knight_Otu says, "Well, huh."
		MoyTravis asks, "Ok I wasn't really expecting that, like, exactly? but isn't "x get y" a normal construction?"
		Roger says, "if 'TRANSFORM' doesn't work, it's probably not going to, I would guess"
		DavidW asks, "oh, so we have to be on west side for that to work?"
		MoyTravis says, "Yeah because 'robot' was out of scope of the room, was my guess."
		DavidW says, "We never left the room. It's one room, not three."
		MoyTravis asks, "...wait. Isn't it, like. ???"
MoyTravis says (to ClubFloyd), "l" 		
CF ] Attic Score: 7 Moves: 147 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Attic 		
CF | The attic would feel spacious were it not for the stacks and piles of 		
CF | boxes. The ceiling and floor are unfinished wood. A light shines from 		
CF | the ceiling. Off to the west there are great open pits of gray 		
CF | material, something called 'insulation'. The exit is a set of rough 		
CF | wooden steps leading down, in the east wall. 		
CF | 		
CF | A Frog Reporter is here. 		
CF | 		
CF | A long-armed Monkey is here. 		
CF | 		
CF | The Transforming Robot is here, ready to change from car to biped and 		
CF | back again in a flash. 		
CF | 		
CF | > 		MoyTravis says, "Well okay then."
		DavidW says, "anyway, we should be able to beat the Big Bad now."
		MoyTravis exclaims, "WELP. Anyways we got the whole gang!"
		MoyTravis says, "Yeah"
		DavidW says, "Owner's parents are probably getting a divorce or something."
		Knight_Otu exclaims, "Let's go save Owner!"
DavidW says (to ClubFloyd), "d" 		
CF ] Hallway Score: 7 Moves: 148 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Hallway 		
CF | A hallway at the top of the stairs, running east-west. West is the 		
CF | mezzanine overlooking the lower floor. South is Owner's room. There is 		
CF | a door to the attic to the northwest, standing open. North is the 		
CF | bathroom door. Northeast and southeast are more doors. There is a 		
CF | light switch, and there is a light. 		
CF | The Monkey follows you. 		
CF | The Transforming Robot follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Mezzanine Score: 7 Moves: 149 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mezzanine 		
CF | The mezzanine extends above the southern edge of the living room. On 		
CF | the east side is a stairway leading down, close to the entrance to the 		
CF | upper level hallway. Large windows in the south wall provide a view to 		
CF | the outside on both floors; at the moment it is dark, with occasional 		
CF | flashes of lightning, and rain spatters against the windows. 		
CF | The Monkey follows you. 		
CF | The Transforming Robot follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Living Room Score: 7 Moves: 150 		
CF | 		
CF | > D 		
CF | 		
CF | You flop slowly down one carpeted step after another, until you reach 		
CF | the living room. 		
CF | Living Room 		
CF | The living room is a wide open space. To the east, a stairway goes up 		
CF | to the mezzanine and the rest of the upper floor. South is a great 		
CF | wall of windows. North, you step up to the tiled floor of the kitchen. 		
CF | West is a smaller door to the utility room, and ultimately outside. 		
CF | The hardwood floor of this room has often been used as Owner's 		
CF | playroom, though now everything is packed into boxes. Lights shine 		
CF | from above. 		
CF | 		
CF | A Music Maker rests on the floor here. 		
CF | 		
CF | The Plastic Doll is standing here. 		
CF | The Monkey follows you. 		
CF | The Transforming Robot follows you. 		
CF | The Frog Reporter follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Utility Room Score: 7 Moves: 151 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Utility Room 		
CF | A general purpose room. It holds many shelves, and it also contains 		
CF | the rumbling machines that clean clothing. East is the living room, 		
CF | and in the west wall is a door leading outside. 		
CF | 		
CF | That door draws your attention. From it you feel fear--a familiar 		
CF | fear. It is the dully twisting fear of your Owner. You must go there. 		
CF | 		
CF | The Monkey follows you. 		
CF | The Transforming Robot follows you. 		
CF | The Frog Reporter follows you. 		
CF | The Plastic Doll follows you. 		
CF | The Music Maker follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit door" 		
CF ] Utility Room Score: 7 Moves: 151 		
CF | 		
CF | > HIT DOOR 		
CF | 		
CF | The door flies open, and beyond it stretches darkness. More than 		
CF | physical darkness, this is like gazing into all the fear a soul can 		
CF | muster. It is a whirling storm of loss, shame, sadness, despair, 		
CF | terror, pain... 		
CF | 		
CF | But you have all your friends with you. Monkey and Frog, Music Maker 		
CF | and Robot, Car and Doll...even the Nightlight gives you strength. 		
CF | Tying them all together is your bravery. 		
CF | 		
CF | You are a Brave Bear. 		
CF | 		
CF | The darkness is pushed back, and in the yard outside you see Owner and 		
CF | Father, both cowering before the storm. But then Owner's gaze alights 		
CF | upon you, and your heart swells. 		
DavidW pushes the green 'space' button. 		
CF | "I suppose we weren't needed after all, what with this...familiar 		
CF | taking care of things." 		
CF | 		
CF | "No, I'm glad you're here, really. You say this is all due to my 		
CF | daughter's...powers?" 		
CF | 		
CF | "Usually it happens when they're a bit older." 		
CF | 		
CF | "Magic is tied to emotion, as is everything in life, really." 		
CF | 		
CF | "Uh, yes master. Anyway, we've certainly seen it before, fears and 		
CF | anxieties manifesting in the physical world. Especially in someone who 		
CF | has experienced, er, loss." 		
CF | 		
CF | "Often we see darkness, but fortunately we also see light." 		
CF | 		
CF | "Yes, um, he's right. The fact that she was able to create all 		
CF | these...beings of positive emotion. It's a good sign." 		MoyTravis says, "What."
		MoyTravis asks, "Oh man that got way more, like. Literal than I thought it'd be?"
		DavidW says, "okay, I'm lost"
DavidW pushes the green 'space' button. 		
CF ] 		
CF | You don't understand what the strange people say. But you know that 		
CF | you have saved Owner, and that she is grateful. 		
CF | 		
CF | You are a Brave Bear. 		
CF | 		
CF | 		
CF | *** You have won *** 		
CF | 		
CF | 		
CF | In that game you scored 7 out of a possible 7, in 152 turns. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game or QUIT? 		
CF | > 		MoyTravis says, ""Here I thought this was all, you know, metaphorical. Apparently Owner is just a wizard.""
		Knight_Otu says, "They're a wizard."
		MoyTravis says, "Wizard did it."
		MoyTravis says, "That was pretty short."
		Knight_Otu says, "Short, but expectedly so."
		DavidW says, "mmhm"
		Knight_Otu says, "Not quite as cute as I might have hoped, maybe."
		MoyTravis says, "Yeah it was...surprisingly mechanical and, like..."
		MoyTravis says, "...literal? for a game about a teddy bear saving their owner."
		DavidW says, "yeah, it's missing something like a skeleton underneath the other stuff."
		Knight_Otu says, "I guess our owner lost their mother, from the sound of it."
		MoyTravis says, "I guess I was expecting, like, an emotional aspect? But no, it's "You're animated by magic to literally save your owner from magical shadow people." Oh well. It was all right."
		DavidW says, "Starry Seeksorrow and Poppet are other games in the magical dolls as protectors theme."
		MoyTravis says, "Oh I gotta run out real quick, I'll be back in a bit, but y'all go ahead with whatever."
		DavidW asks, "Are we doing Finding Light next?"
		Knight_Otu says, "I guess we can try it at least."
DavidW says (to ClubFloyd), "quit" 		
CF | > 		
CF | > QUIT 		
CF | debugcheapnitfol 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 findinglight" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | Your first memories of life are hazy, just as they are for most beings 		
CF | of your kind: a blur of whispers and shadows. You were a wisp, a 		
CF | breath, a small inkling of light drawn out of the sacred darkness some 		
CF | twenty years ago, barely capable of discerning stars from specks. You 		
CF | only remember shapes when the old priestess held your ethereal form up 		
CF | to her face and blew life into you... 		
CF | 		
CF | And then there was color, Aurel, and nothing else. 		
CF | 		
CF | That is how "familiars" of your world are made: you are pulled from 		
CF | the fabric of the universe and given to a child learning the ways of 		
CF | the chosen tribe to guard and accompany throughout their life. You can 		
CF | remember the green-eyed Aurel as clear as day as the years went by, 		
CF | taking you both far from home and around the world... 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | Your first memories of life are hazy, just as they are for most beings 		
CF | of your kind: a blur of whispers and shadows. You were a wisp, a 		
CF | breath, a small inkling of light drawn out of the sacred darkness some 		
CF | twenty years ago, barely capable of discerning stars from specks. You 		
CF | only remember shapes when the old priestess held your ethereal form up 		
CF | to her face and blew life into you... 		
CF | 		
CF | And then there was color, Aurel, and nothing else. 		
CF | 		
CF | That is how "familiars" of your world are made: you are pulled from 		
CF | the fabric of the universe and given to a child learning the ways of 		
CF | the chosen tribe to guard and accompany throughout their life. You can 		
CF | remember the green-eyed Aurel as clear as day as the years went by, 		
CF | taking you both far from home and around the world... 		
CF | 		
CF | But now you remember fire and smoke. 		
CF | 		
CF | You remember the raiders and how they came barrelling through the 		
CF | night into the village, burning people's homes and slaughtering 		
CF | civilians. And Aurel... You remember his face, smudged with ash, and 		
CF | his hand grabbing onto yours and- and then pain and running and 		
CF | nothing. 		
CF | 		
CF | When you wake up, Aurel is missing, and you are alone. You have to 		
CF | find him... 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		DavidW says, "oh, I have played this. Or some of it."
		DavidW says, "I'd quite forgotten."
DavidW pushes the green 'space' button. 		
CF ] Forest 1 		
CF | 		
CF | Finding Light 		
CF | An Interactive Fiction by Abigail Jazwiec 		
CF | Release 1 / Serial number 211008 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | 		
CF | Forest 		
CF | A thick army of strange vermillion trees surround you, swaying 		
CF | rhythmically in the breeze as shards of sunlight stream through gaps 		
CF | in the overhanging leafy canopy like shooting stars. The congested 		
CF | coverage of trees and foliage make it difficult to tell which way you 		
CF | should go, however... Your head is bleeding a little. 		
CF | 		
CF | On the ground are a satchel (closed) and your astral gem. 		
CF | 		
CF | > 		DavidW says, "We're another protector spirit, but incarnate as either a person or as a fox."
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Forest 2 		
CF | > 		
CF | > X ME 		
CF | 		
CF | Your human form is toned and slender with pale eyes and dark hair, 		
CF | just like a shadow. You were named "Ezra" after one of the brightest 		
CF | stars in Aurel's sky some twenty years ago. 		
CF | 		
CF | On your wrist is a bracelet with a diamond-shaped indent that you were 		
CF | given the day you came into the world. Your head is bleeding. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open satchel" 		
CF ] Forest 3 		
CF | > 		
CF | > OPEN SATCHEL 		
CF | 		
CF | You open the satchel, revealing a journal and some bandages. 		
CF | 		
CF | Ugh, you feel a little dizzy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear bandages" 		
CF ] Forest 4 		
CF | > 		
CF | > WEAR BANDAGES 		
CF | 		
CF | (first taking the bandages) 		
CF | You carefully wrap the bandages around your head, stopping the 		
CF | bleeding. There, that should hold you over for now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Forest 4 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gem" 		
CF ] Forest 5 		
CF | > 		
CF | > X GEM 		
CF | 		
CF | This is your astral gem. It was created from your inner light the day 		
CF | you were given to Aurel: it is diamond-shaped and reddish-purple in 		
CF | color, filled with the glitter of the cosmos. 		
CF | 		
CF | When worn, the astral gem allows you to CHANGE into a black fox with 		
CF | enhanced smell and the ability to talk to animals. (Unfortunately, you 		
CF | are a bit colorblind as a fox.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get gem" 		
CF ] Forest 6 		
CF | > 		
CF | > GET GEM 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear satchel" 		
CF ] Forest 7 		
CF | > 		
CF | > WEAR SATCHEL 		
CF | 		
CF | (first taking the satchel) 		
CF | You pick it up and tug the strap over your shoulder so the bag rests 		
CF | against your other hip. 		
CF | 		
CF | You're already wearing that! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x journal" 		
CF ] Forest 8 		
CF | > 		
CF | > X JOURNAL 		
CF | 		
CF | This is the book Aurel writes in sometimes while you're traveling. You 		
CF | don't completely understand the point of it, namely because you can't 		
CF | read, but it seems to make him happy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Forest 8 		
CF | > 		
CF | > L 		
CF | 		
CF | Forest 		
CF | A thick army of strange vermillion trees surround you, swaying 		
CF | rhythmically in the breeze as shards of sunlight stream through gaps 		
CF | in the overhanging leafy canopy like shooting stars. The congested 		
CF | coverage of trees and foliage make it difficult to tell which way you 		
CF | should go, however... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear gem" 		
CF ] Forest 9 		
CF | > 		
CF | > WEAR GEM 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Forest 9 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a satchel (being worn, and open) 		
CF | a journal 		
CF | your astral gem (being worn) 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		DavidW says, "Found my map. I don't think I finished this game. I didn't quite get to Aurel."
		Knight_Otu says, "We gotta look strange as a fox wearing all this stuff."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Forest 9 		
CF | > 		
CF | > L 		
CF | 		
CF | Forest 		
CF | The massive trees tower over you like gnarled giants, but their colors 		
CF | are muted and grey now. Your nose is able to pick up on two scent 		
CF | trails that stretch before you: a purple trail leads north and a 		
CF | yellow trail leads south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "smell" 		
CF ] Forest 10 		
CF | > 		
CF | > SMELL 		
CF | 		
CF | You smell ash from the raiders, Aurel, and blood churning alongside 		
CF | the wind. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "smell purple" 		
CF ] Forest 11 		
CF | > 		
CF | > SMELL PURPLE 		
CF | 		
CF | This smells like Aurel. 		
CF | 		
CF | > 		DavidW says, "oh, it probably illusions itself so it makes sense."
Knight_Otu says (to ClubFloyd), "smell yellow" 		
CF ] Forest 12 		
CF | > 		
CF | > SMELL YELLOW 		
CF | 		
CF | This smells like food. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Forest 13 		
CF | > 		
CF | > X ME 		
CF | 		
CF | Your body is covered in sleek black fur. Two triangular ears stand 		
CF | upright atop your head whilst a white-tipped, bushy tail sways alertly 		
CF | behind you. 		
CF | 		
CF | > 		DavidW says, "oh, I see why I stopped. There was a maze."
		Knight_Otu says, "Oh dear."
		DavidW says, "Just play until that point."
		DavidW says, "There's enough to see."
		Knight_Otu asks, "We don't seem to be peckish, but having supplies can't hurt, right?"
		DavidW says, "sure"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Within the Forest 14 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Within the Forest 		
CF | The yellow wisp leads into a small clearing with a few rocks and 		
CF | snapped branches scattered about. The sound of running water fills 		
CF | your ears from somewhere off in the distance behind the battalions of 		
CF | trees, but you see no trace of it from your position. The yellow scent 		
CF | surrounds a large berry bush- likely what you were tracking. 		
CF | 		
CF | The area you awoke in is north of here. 		
CF | 		
CF | There are some plump berries surrounded by sharp thorns on the bush. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x berries" 		
CF ] Within the Forest 15 		
CF | > 		
CF | > X BERRIES 		
CF | 		
CF | Some plump grey berries that are safe to eat. (You know that because 		
CF | you and Aurel had some when you were in the previous town.) 		
CF | 		
CF | > 		DavidW says, "Other critters might want food, as in other IF games."
Knight_Otu says (to ClubFloyd), "x thorns" 		
CF ] Within the Forest 16 		
CF | > 		
CF | > X THORNS 		
CF | 		
CF | The barbs are razor sharp and curved at the end. Perfect for poking. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "take thorn" 		
CF ] Within the Forest 17 		
CF | > 		
CF | > TAKE THORN 		
CF | 		
CF | OW! The thorns immediately stab you when you try to remove them. Maybe 		
CF | if you could cut them with something... 		
CF | 		
CF | > 		Knight_Otu says, "I guess we need to get back here later when we have more tools."
Knight_Otu says (to ClubFloyd), "get berries" 		
CF ] Within the Forest 18 		
CF | > 		
CF | > GET BERRIES 		
CF | 		
CF | OUCH! The thorns immediately stab you when you attempt to grab the 		
CF | berries! You'll have to find a way to get rid of them first. 		
CF | 		
CF | > 		DavidW says, "One tool, yes."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Forest 19 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Forest 		
CF | The massive trees tower over you like gnarled giants, but their colors 		
CF | are muted and grey now. Your nose is able to pick up on two scent 		
CF | trails that stretch before you: a purple trail leads north and a 		
CF | yellow trail leads south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Clearing 20 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Clearing 		
CF | After walking for awhile, you come to a clearing at the edge of the 		
CF | forest where a large, intimidating structure towers over you. Several 		
CF | flags are perched on its walls, billowing in the wind, and a draw 		
CF | bridge suspended over a moat beckons you towards the entrance. A 		
CF | purple scent trail leads north. 		
CF | 		
CF | The entrance to the structure is north, and the forest is south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x structure" 		
CF ] Clearing 21 		
CF | > 		
CF | > X STRUCTURE 		
CF | 		
CF | A broad arsenal of stones stacked atop one another like a wall of 		
CF | smoke looms against the horizon line. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flags" 		
CF ] Clearing 22 		
CF | > 		
CF | > X FLAGS 		
CF | 		
CF | You can't identify the colors, but you recognize the tattered sigil of 		
CF | the raiders on the fluttering cloth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Fort Entrance 23 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gate" 		
CF ] Fort Entrance 24 		
CF | > 		
CF | > X GATE 		
CF | 		
CF | A large iron gate with a padlock on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Shed 25 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Shed 		
CF | You enter a small wooden shed that is packed with different types of 		
CF | weapons and bundles of wood, leading you to believe that the space is 		
CF | used for storage and maintenance. The fort entrance is to the east. 		
CF | 		
CF | You can see a table (on which is a dagger) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get dagger" 		
CF ] Shed 26 		
CF | > 		
CF | > GET DAGGER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Shed 27 		
CF | > 		
CF | > X IT 		
CF | 		
CF | A thin, dull dagger in desperate need of sharpening (though it could 		
CF | probably still cut things as it is). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Fort Entrance 28 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Clearing 29 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Clearing 		
CF | After walking for awhile, you come to a clearing at the edge of the 		
CF | forest where a large, intimidating structure towers over you. Several 		
CF | flags are perched on its walls, billowing in the wind, and a draw 		
CF | bridge suspended over a moat beckons you towards the entrance. A 		
CF | purple scent trail leads north. 		
CF | 		
CF | The entrance to the structure is north, and the forest is south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bridge" 		
CF ] Clearing 30 		
CF | > 		
CF | > X BRIDGE 		
CF | 		
CF | A wooden bridge that can be dropped or raised over the moat most 		
CF | likely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x moat" 		
CF ] Clearing 31 		
CF | > 		
CF | > X MOAT 		
CF | 		
CF | A trench of dark water. It doesn't look very deep, but you'd rather 		
CF | avoid swimming in it if possible. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Forest 32 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Forest 		
CF | The massive trees tower over you like gnarled giants, but their colors 		
CF | are muted and grey now. Your nose is able to pick up on two scent 		
CF | trails that stretch before you: a purple trail leads north and a 		
CF | yellow trail leads south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Within the Forest 33 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Within the Forest 		
CF | The yellow wisp leads into a small clearing with a few rocks and 		
CF | snapped branches scattered about. The sound of running water fills 		
CF | your ears from somewhere off in the distance behind the battalions of 		
CF | trees, but you see no trace of it from your position. The yellow scent 		
CF | surrounds a large berry bush- likely what you were tracking. 		
CF | 		
CF | The area you awoke in is north of here. 		
CF | 		
CF | There are some plump berries surrounded by sharp thorns on the bush. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cut thorns" 		
CF ] Within the Forest 34 		
CF | > 		
CF | > CUT THORNS 		
CF | 		
CF | Opposable thumbs might be helpful for this. 		
CF | 		
CF | > 		Knight_Otu says, "But not for nabbing the dagger? Okay, okay."
		DavidW says, "change"
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Within the Forest 35 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cut thorns" 		
CF ] Within the Forest 36 		
CF | > 		
CF | > CUT THORNS 		
CF | 		
CF | Despite the dullness of the blade, you easily cut off a section of the 		
CF | thorny brambles blocking your path. 		
CF | 		
CF | You grab a handful of berries! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Within the Forest 37 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		DavidW says, "Somehow, the fox form can carry as much as the human form can."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Forest 38 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Forest 		
CF | The massive trees tower over you like gnarled giants, but their colors 		
CF | are muted and grey now. Your nose is able to pick up on two scent 		
CF | trails that stretch before you: a purple trail leads north and a 		
CF | yellow trail leads south. 		
CF | 		
CF | > 		Knight_Otu says, "Weird, it is."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Clearing 39 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Clearing 		
CF | After walking for awhile, you come to a clearing at the edge of the 		
CF | forest where a large, intimidating structure towers over you. Several 		
CF | flags are perched on its walls, billowing in the wind, and a draw 		
CF | bridge suspended over a moat beckons you towards the entrance. A 		
CF | purple scent trail leads north. 		
CF | 		
CF | The entrance to the structure is north, and the forest is south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Fort Entrance 40 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Post 41 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Post 		
CF | At first glance, the area doesn't seem to have much of any purpose: no 		
CF | supplies, no guards, and no structures. There are, however, a pair of 		
CF | horses whose reins are tied to a stake in the ground before you, 		
CF | apparently left outside instead of being returned to a stable. 		
CF | 		
CF | The fort entrance is west. 		
CF | 		
CF | A brown horse stands to your left, and a white horse stands to your 		
CF | right. The brown horse snorts at you and nods his head. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to brown horse" 		
CF ] Post 41 		
CF | > 		
CF | > TALK TO BROWN HORSE 		
CF | 		
CF | What do you want to ask them about? (ASK person ABOUT noun) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask brown horse about gate" 		
CF ] Post 42 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT GATE 		
CF | 		
CF | He grunts while nipping at a retreating fly, "You know what? I'll tell 		
CF | you where the key is if you get me some food. I'm starving." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "give berries to brown horse" 		
CF ] Post 43 		
CF | > 		
CF | > GIVE BERRIES TO BROWN HORSE 		
CF | 		
CF | "Oh, perfect! I love these," he whinnies appreciatively before 		
CF | gobbling up the berries in a few bites. "Okay, a deal's a deal. The 		
CF | key for the gate is under my saddle. Feel free to take it, son." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under saddle" 		
CF ] Post 44 		
CF | > 		
CF | > LOOK UNDER SADDLE 		
CF | 		
CF | (the black saddle) 		
CF | You find the rusty key! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] Post 45 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		DavidW says, "huzzah"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Fort Entrance 46 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock gate with key" 		
CF ] Fort Entrance 47 		
CF | > 		
CF | > UNLOCK GATE WITH KEY 		
CF | 		
CF | With some difficulty, you manage to get the key into the lock using 		
CF | your mouth. Now you just have to OPEN the gate. 		
CF | 		
CF | > 		DavidW says, "ha, you unlocked it as a fox."
		Knight_Otu says, "I didn't expect that to work as a fox, but thanks, game."
Knight_Otu says (to ClubFloyd), "open gate" 		
CF ] Raiders' Fort 48 		
CF | > 		
CF | > OPEN GATE 		
CF | 		
CF | You push open the gate. 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "smell green" 		
CF ] Raiders' Fort 49 		
CF | > 		
CF | > SMELL GREEN 		
CF | 		
CF | This smells like someone or something you're not familiar with. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "smell yellow" 		
CF ] Raiders' Fort 50 		
CF | > 		
CF | > SMELL YELLOW 		
CF | 		
CF | This smells like food. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 51 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pot" 		
CF ] Kitchen 52 		
CF | > 		
CF | > X POT 		
CF | 		
CF | It's a large cast iron cauldron used for cooking. You can tell that no 		
CF | one has scrubbed it out in quite some time. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hay" 		
CF ] Kitchen 53 		
CF | > 		
CF | > X HAY 		
CF | 		
CF | Bits of musty fluff. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x crack" 		
CF ] Kitchen 54 		
CF | > 		
CF | > X CRACK 		
CF | 		
CF | A hole that a small animal could probably fit through. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter it" 		
CF ] Kitchen 55 		
CF | > 		
CF | > ENTER IT 		
CF | 		
CF | (first opening the crack) 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		DavidW says, "Rat-size hole, not fox-size."
		Knight_Otu says, "I guessed, but had to try."
		DavidW says, "Of course. I did too."
Knight_Otu says (to ClubFloyd), "x divot" 		
CF ] Kitchen 56 		
CF | > 		
CF | > X DIVOT 		
CF | 		
CF | A place where a cooking fire goes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 57 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cellar 		
CF | Your cat-like eyes easily cut through the darkness to find a 		
CF | rudimentary cellar. The shelves are filled with bottles, all of them 		
CF | grey and varying in size with crude labels drawn on. The dusty air is 		
CF | speckled with yellow scent trails. The kitchen is to the south. 		
CF | 		
CF | You can see a chest off to one side. 		
CF | 		
CF | There is a crowbar resting ontop of a few casks in the corner, and a 		
CF | wooden crate near the entrance. 		
CF | 		
CF | There is some cheese beside a dead rat in a mouse-trap here, too. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chest" 		
CF ] Cellar 58 		
CF | > 		
CF | > X CHEST 		
CF | 		
CF | A grey-ish chest with metal clasps. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get crowbar" 		
CF ] Cellar 59 		
CF | > 		
CF | > GET CROWBAR 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] A Dark Room 60 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open chest" 		
CF ] A Dark Room 61 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the chest, revealing a lantern. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] A Dark Room 62 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get lantern" 		
CF ] A Dark Room 63 		
CF | > 		
CF | > GET LANTERN 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mousetrap" 		
CF ] A Dark Room 63 		
CF | > 		
CF | > X MOUSETRAP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mouse trap" 		
CF ] A Dark Room 64 		
CF | > 		
CF | > X MOUSE TRAP 		
CF | 		
CF | It's too dark in here to see anything. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Cellar 65 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mouse trap" 		
CF ] Cellar 66 		
CF | > 		
CF | > X MOUSE TRAP 		
CF | 		
CF | A simple trap for catching vermin. It is currently occupied by a dead 		
CF | rat. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cheese" 		
CF ] Cellar 67 		
CF | > 		
CF | > X CHEESE 		
CF | 		
CF | A few scraps of yellow cheese. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Cellar 68 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | The trap is currently home to one dead rat. (Besides, you're pretty 		
CF | decent at catching mice without the use of a trap, so you don't need 		
CF | it.) 		
CF | 		
CF | > 		Knight_Otu exclaims, "But we may need the cheese!"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Cellar 68 		
CF | > 		
CF | > L 		
CF | 		
CF | Cellar 		
CF | Your cat-like eyes easily cut through the darkness to find a 		
CF | rudimentary cellar. The shelves are filled with bottles, all of them 		
CF | grey and varying in size with crude labels drawn on. The dusty air is 		
CF | speckled with yellow scent trails. The kitchen is to the south. 		
CF | 		
CF | You can see a chest off to one side. 		
CF | 		
CF | There are a few casks in the corner, and a wooden crate near the 		
CF | entrance. 		
CF | 		
CF | There is some cheese beside a dead rat in a mouse-trap here, too. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF ] Cellar 69 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | Simple wooden shelves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bottles" 		
CF ] Cellar 70 		
CF | > 		
CF | > X BOTTLES 		
CF | 		
CF | (Bottles) 		
CF | Likely filled with different types of alcohol. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x casks" 		
CF ] Cellar 71 		
CF | > 		
CF | > X CASKS 		
CF | 		
CF | There are a bunch of heavy barrels gathered together and plugged up 		
CF | with large corks. Some kind of ink marks the wood, but you don't know 		
CF | what it says. 		
CF | 		
CF | > 		Knight_Otu says, "Feels like we're done in this portion of the fort."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 72 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Raiders' Fort 73 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Library 74 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | On the desk are a paper and a pendant. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x raven" 		
CF ] Library 75 		
CF | > 		
CF | > X RAVEN 		
CF | 		
CF | Her sleak feathers glisten in the firelight, accentuating the midnight 		
CF | black eyes that flicker over you curiously. (Say TOPICS RAVEN for 		
CF | things to ask about.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "topics raven" 		
CF ] Library 76 		
CF | > 		
CF | > TOPICS RAVEN 		
CF | 		
CF | You can ASK RAVEN ABOUT AUREL, PAPER, RAVEN, BOOKS, LIBRARY, RATS, 		
CF | RAIDERS, and READING 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pendant" 		
CF ] Library 77 		
CF | > 		
CF | > X PENDANT 		
CF | 		
CF | A lovely necklace that glitters magnificently in the light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about aurel" 		
CF ] Library 78 		
CF | > 		
CF | > ASK RAVEN ABOUT AUREL 		
CF | 		
CF | "Ooo! What a pretty name. Is he a friend of yours little fox? I've 		
CF | never heard of him." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about paper" 		
CF ] Library 79 		
CF | > 		
CF | > ASK RAVEN ABOUT PAPER 		
CF | 		
CF | "If you want me to read something, you'll need to have it with you so 		
CF | I can see it." 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about raven" 		
CF ] Library 80 		
CF | > 		
CF | > ASK RAVEN ABOUT RAVEN 		
CF | 		
CF | "Me? I am exactly five years old since the last full moon and I 		
CF | absolutely ADORE books," she caws, spreading her wings in a theatric 		
CF | show of emphasis. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about books" 		
CF ] Library 81 		
CF | > 		
CF | > ASK RAVEN ABOUT BOOKS 		
CF | 		
CF | "Why yes, I love books! Or anything with writing on it really. I spend 		
CF | all of my time here because the men always leave books in this room. 		
CF | I'm so enamored with the humans' language that I've even learned how 		
CF | to read." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about library" 		
CF ] Library 82 		
CF | > 		
CF | > ASK RAVEN ABOUT LIBRARY 		
CF | 		
CF | "It's quite a lovely nook compared to the rest of the place isn't it? 		
CF | You should take a look around; perhaps you'll find something useful." 		
CF | 		
CF | > 		DavidW says, "The raven can read anything with writing on it. Like the paper or journal."
		Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "ask raven about rats" 		
CF ] Library 83 		
CF | > 		
CF | > ASK RAVEN ABOUT RATS 		
CF | 		
CF | Her expression sours briefly, "There's a horrible one in the kitchen- 		
CF | Ohh that charlatan! He's positively awful the way he scurries about 		
CF | like the little thief he is! If he tries to steal another thing from 		
CF | this room, I swear I will peck his eyes out and have him for lunch!" 		
CF | she snaps. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about raiders" 		
CF ] Library 84 		
CF | > 		
CF | > ASK RAVEN ABOUT RAIDERS 		
CF | 		
CF | "Most of them are terribly unsophisticated, although there was one I 		
CF | quite enjoyed sitting with once upon a time. He used to read from a 		
CF | lovely little brown book... I wonder what happened to him." 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about reading" 		
CF ] Library 85 		
CF | > 		
CF | > ASK RAVEN ABOUT READING 		
CF | 		
CF | "You poor dear! I can't imagine not being able to read so many lovely 		
CF | words! If you have anything with writing on it, just ASK me about it 		
CF | and I will gladly translate it for you." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about journal" 		
CF ] Library 86 		
CF | > 		
CF | > ASK RAVEN ABOUT JOURNAL 		
CF | 		
CF | "If you want me to read something, then you'll have to have it with 		
CF | you so I can see it." 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get journal" 		
CF ] Library 87 		
CF | > 		
CF | > GET JOURNAL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about journal" 		
CF ] Library 88 		
CF | > 		
CF | > ASK RAVEN ABOUT JOURNAL 		
CF | 		
CF | "My, what a large book!" she caws eagerly. "Oh... but whoever wrote in 		
CF | this had awful penmanship." She flips through the pages with her beak 		
CF | for a moment before stalling once more, "Here's a legible entry. It 		
CF | says: 		
CF | 		
CF | It rained all day again today... We managed to make a decent 		
CF | enough shelter for ourselves out in the woods, but it's not as good as 		
CF | sleeping with a roof over our heads. The next town is about two days 		
CF | walk from where we are, so we'll have to make do with a little rain if 		
CF | we want to be well rested for tomorrow. It's too bad we can't enjoy 		
CF | the night sky together though; Ezra loves watching the stars and 		
CF | telling me stories about them... I'm glad I have him here with 		
CF | me. 		
CF | 		
CF | If you ask me about this book again, perhaps I will find you another 		
CF | entry if you're feeling nostalgic." 		
CF | 		
CF | > 		DavidW says, "We is Ezra."
		Knight_Otu says, "I remembered that."
Knight_Otu says (to ClubFloyd), "ask raven about journal" 		
CF ] Library 89 		
CF | > 		
CF | > ASK RAVEN ABOUT JOURNAL 		
CF | 		
CF | "My, what a large book!" she caws eagerly. "Oh... but whoever wrote in 		
CF | this had awful penmanship." She flips through the pages with her beak 		
CF | for a moment before stalling once more, "Here's a legible entry. It 		
CF | says: 		
CF | 		
CF | Today we ran into some raiders on the road going in to the next 		
CF | town. I was able to take care of them pretty easily, but Ezra took the 		
CF | sharp edge of a sword for me when I wasn't looking. Thankfully, his 		
CF | wound wasn't serious, and we had it stitched up by someone at the inn, 		
CF | but I couldn't stop worrying about him all through the night as he 		
CF | slept in the bed next to mine. I could've died if Ezra hadn't been 		
CF | there... I know it's his goal to help keep me safe, but I don't know 		
CF | what I would do if I lost him. Ezra is everything to me. Tomorrow I'll 		
CF | make sure to talk to him about getting some better armor. 		
CF | 		
CF | If you ask me about this book again, perhaps I will find you another 		
CF | entry if you're feeling nostalgic." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about journal" 		
CF ] Library 90 		
CF | > 		
CF | > ASK RAVEN ABOUT JOURNAL 		
CF | 		
CF | "My, what a large book!" she caws eagerly. "Oh... but whoever wrote in 		
CF | this had awful penmanship." She flips through the pages with her beak 		
CF | for a moment before stalling once more, "Here's a legible entry. It 		
CF | says: 		
CF | 		
CF | My sword broke this afternoon as we were coming down the mountain; 		
CF | apparently it had finally hit its limit after three years of traveling 		
CF | with less than optimal care. It will cost more money than either of us 		
CF | have to get it repaired or, stars forbid, buy a new one, so it looks 		
CF | like we're stuck with our wits for the next few weeks. I tried 		
CF | teaching Ezra to read again today, but everytime I insist on it he 		
CF | scowls and says that he doesn't understand what the point of it is. 		
CF | For such a smart fox, you'd think he'd be more open to learning new 		
CF | things. 		
CF | 		
CF | If you ask me about this book again, perhaps I will find you another 		
CF | entry if you're feeling nostalgic." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about journal" 		
CF ] Library 91 		
CF | > 		
CF | > ASK RAVEN ABOUT JOURNAL 		
CF | 		
CF | "Well it looks like I can't find anymore new entries to read to you, 		
CF | but I'll keep rereading these if you ask." 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get paper" 		
CF ] Library 92 		
CF | > 		
CF | > GET PAPER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about paper" 		
CF ] Library 93 		
CF | > 		
CF | > ASK RAVEN ABOUT PAPER 		
CF | 		
CF | "Oh? Well, this says "Grey is a way to enter undetected, in case 		
CF | the fort was not defended. Red shows our secrets when the way is 		
CF | blocked. And green kills spies that no one wants." What a lovely 		
CF | rhyme." 		
CF | > 		Knight_Otu says, "I guess it rhymes in its original language, whatever that may be."
		DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Library 94 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x necklace" 		
CF ] Library 95 		
CF | > 		
CF | > X NECKLACE 		
CF | 		
CF | A lovely necklace that glitters magnificently in the light. 		
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 ] Library 95 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Library 96 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Library 96 		
CF | > 		
CF | > L 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Library 97 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | It's a polished wooden desk (probably stolen from a nice family). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Library 98 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fireplace" 		
CF ] Library 99 		
CF | > 		
CF | > X FIREPLACE 		
CF | 		
CF | Gaping and smoke-stained. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stand" 		
CF ] Library 100 		
CF | > 		
CF | > X STAND 		
CF | 		
CF | A thin wooden pole with a horizontal extension near the top that at 		
CF | one time may have been used to hang tools or wet clothes up. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Library 101 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Library 101 		
CF | > 		
CF | > L 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Raiders' Fort 102 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Narrow Hall 103 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a green 		
CF | scent trail leads down another corridor. The main hallway and purple 		
CF | scent trail come to a dead end, however. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three pillars placed shoulder-width apart 		
CF | from each other, each with a different colored stone embedded into the 		
CF | wall above them. 		
CF | 		
CF | You can see a LIGHT GREY stone on the left, a YELLOW stone in the 		
CF | middle, and a DARK GREY stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 104 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Narrow Hall 104 		
CF | > 		
CF | > L 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. The main hallway comes to a dead end, 		
CF | however. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x grey stone" 		
CF ] Narrow Hall 105 		
CF | > 		
CF | > X GREY STONE 		
CF | 		
CF | (the grey stone) 		
CF | A small grey rock that juts out of the wall. It looks like it can be 		
CF | pressed for some reason. (But you're not sure if you trust anything in 		
CF | this place...) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x green stone" 		
CF ] Narrow Hall 106 		
CF | > 		
CF | > X GREEN STONE 		
CF | 		
CF | A small green rock that juts out of the wall. It looks like it can be 		
CF | pressed for some reason. (But you're not sure if you trust anything in 		
CF | this place...) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pillars" 		
CF ] Narrow Hall 107 		
CF | > 		
CF | > X PILLARS 		
CF | 		
CF | The black pillars are narrow in the center and flat on top. They are 		
CF | relatively short. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push gray" 		
CF ] Narrow Hall 107 		
CF | > 		
CF | > PUSH GRAY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push grey" 		
CF ] Secret Passage 108 		
CF | > 		
CF | > PUSH GREY 		
CF | 		
CF | (the grey stone) 		
CF | You push the grey stone into the wall until it clicks. Suddenly, the 		
CF | floor opens up and drops you into a dark passage. 		
CF | 		
CF | Secret Passage 		
CF | You are forced to crouch down on your hands and knees due to the size 		
CF | of the tunnel. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x switch" 		
CF ] Secret Passage 109 		
CF | > 		
CF | > X SWITCH 		
CF | 		
CF | A small switch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch it" 		
CF ] Secret Passage 110 		
CF | > 		
CF | > SWITCH IT 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull it" 		
CF ] Secret Passage 111 		
CF | > 		
CF | > PULL IT 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		DavidW says, "push it"
Knight_Otu says (to ClubFloyd), "push it" 		
CF ] Narrow Hall 112 		
CF | > 		
CF | > PUSH IT 		
CF | 		
CF | When you press the switch, the floor above your head opens back up, 		
CF | allowing you to return to the hallway. 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. The main hallway comes to a dead end, 		
CF | however. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf20" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Narrow Hall 112 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push red" 		
CF ] Narrow Hall 113 		
CF | > 		
CF | > PUSH RED 		
CF | 		
CF | You push the red stone into the wall until it clicks. Suddenly, the 		
CF | dead end rumbles as the wall slides open to reveal a hidden passage! 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 114 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Narrow Hall 114 		
CF | > 		
CF | > L 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a green 		
CF | scent trail leads down another corridor. To the east, the wall opens 		
CF | to reveal a hidden passage where the purple scent trail flows in. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three pillars placed shoulder-width apart 		
CF | from each other, each with a different colored stone embedded into the 		
CF | wall above them. 		
CF | 		
CF | You can see a LIGHT GREY stone on the left, a YELLOW stone in the 		
CF | middle, and a DARK GREY stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Tower 115 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tower 		
CF | The room juts out in to an unusual octagon-shape here: the walls are 		
CF | made of the same stone as the exterior, but the exposed rafters that 		
CF | form the turret-like ceiling are wooden. 		
CF | 		
CF | Peering past a sharp corner, you notice two raiders standing idly 		
CF | outside of a doorway that you can only assume leads to the fort's 		
CF | barracks. If either of them see you like this, they'll probably just 		
CF | try to cook you in tonight's stew though... 		
CF | 		
CF | The hallway is back south. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Hall 116 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a green 		
CF | scent trail leads down another corridor. To the east, the wall opens 		
CF | to reveal a hidden passage where the purple scent trail flows in. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three pillars placed shoulder-width apart 		
CF | from each other, each with a different colored stone embedded into the 		
CF | wall above them. 		
CF | 		
CF | You can see a LIGHT GREY stone on the left, a YELLOW stone in the 		
CF | middle, and a DARK GREY stone on the right. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, they'll probably also kill us if we're in human form. Even if we could pass for one of theirs, we probably wouldn't act like them."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Maze Entrance 117 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Maze Entrance 		
CF | Massive barriers of yellow rock surround you the moment you descend 		
CF | into the dank passage, which opens beneath the glow of torchlight to 		
CF | reveal what you can only imagine is an extensive maze. The tops of the 		
CF | walls seem to disappear into the darkest chasm of the ceiling and, on 		
CF | the ground, Aurel's scent becomes so diluted that following it to 		
CF | freedom is no longer an option. 		
CF | 		
CF | You can ENTER THE LABYRINTH (or go west to return to the hallway). 		
CF | 		
CF | > 		DavidW says, "Maybe there's a uniform somewhere."
		Knight_Otu says, "Maybe."
		Knight_Otu says, "And there#s the maze."
		DavidW says, "You can travel in the secret passage still."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Narrow Hall 118 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a green 		
CF | scent trail leads down another corridor. To the east, the wall opens 		
CF | to reveal a hidden passage where the purple scent trail flows in. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three pillars placed shoulder-width apart 		
CF | from each other, each with a different colored stone embedded into the 		
CF | wall above them. 		
CF | 		
CF | You can see a LIGHT GREY stone on the left, a YELLOW stone in the 		
CF | middle, and a DARK GREY stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 119 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push grey" 		
CF ] Secret Passage 120 		
CF | > 		
CF | > PUSH GREY 		
CF | 		
CF | (the grey stone) 		
CF | You push the grey stone into the wall until it clicks. Suddenly, the 		
CF | floor opens up and drops you into a dark passage. 		
CF | 		
CF | Secret Passage 		
CF | You are forced to crouch down on your hands and knees due to the size 		
CF | of the tunnel. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Secret Passage 121 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Secret Passage 121 		
CF | > 		
CF | > L 		
CF | 		
CF | Secret Passage 		
CF | You stand upright due to your size, and the tunnel is plunged into a 		
CF | soft graininess. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Secret Passage 122 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Secret Passage 		
CF | You see that the tunnel comes to a stop where there is a metal hatch 		
CF | above you. 		
CF | 		
CF | You can also return to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hatch" 		
CF ] Secret Passage 123 		
CF | > 		
CF | > X HATCH 		
CF | 		
CF | You can clearly see the outline of the plate in contrast to the dirt 		
CF | encrusted tunnel around you. You're pretty sure that if you stand on 		
CF | your back legs you can push it open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Barracks 124 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You push on the hatch with your front paws until it opens and then 		
CF | jump out. 		
CF | 		
CF | Barracks 		
CF | A number of doors line the walls to either side of you like a 		
CF | neverending maze; the interstices between frames are dotted with 		
CF | half-melted candles whose wax forms frozen cascades that hang in the 		
CF | air. This must be where most of the raiders sleep. 		
CF | There are random scent trails weaving all around this place to the 		
CF | point that it's almost nauseating to you, but perhaps one is fainter 		
CF | than the rest. You wonder if anyone left their bedroom door OPEN. 		
CF | 		
CF | You can also see the hatch in the floor that leads back to the 		
CF | hallway. (You'll have to open it.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x doors" 		
CF ] Barracks 124 		
CF | > 		
CF | > X DOORS 		
CF | 		
CF | You can't use multiple objects with that verb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "smell" 		
CF ] Barracks 125 		
CF | > 		
CF | > SMELL 		
CF | 		
CF | It smells like a dozen different people have moved throughout this 		MoyTravis says, "Hello. I see that this appears to be a pretty traditional game."
CF | area within the last few hours. 		
CF | > 		Knight_Otu says, "More or less."
		Knight_Otu says, "And apparently complete with a maze."
		DavidW says (to Moy), "If you mean lazy-medieval, then yes."
Knight_Otu says (to ClubFloyd), "smell trails" 		
CF ] Barracks 126 		
CF | > 		
CF | > SMELL TRAILS 		
CF | 		
CF | It smells like a dozen different people have moved throughout this 		
CF | area within the last few hours. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Barracks 127 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Barracks 128 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way or else you'll hit a wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Barracks 129 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW says, "I don't remember if I found anything in the barracks or not."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Barracks 130 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Barracks 131 		
CF | > 		
CF | > NW 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Barracks 132 		
CF | > 		
CF | > NE 		
CF | 		
CF | > 		DavidW says, "There's probably *something*"
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Barracks 133 		
CF | > 		
CF | > SE 		
DavidW says (to ClubFloyd), "x door" 		
CF | 		
CF | > 		
CF ] Barracks 134 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | (the bedroom door) 		
CF | All these doors look the same to you... 		
CF | 		
CF | > 		MoyTravis asks, "Were mazes ever in fashion?"
DavidW says (to ClubFloyd), "smell door" 		
CF ] Barracks 134 		
CF | > 		
CF | > SMELL DOOR 		
CF | 		
CF | Which do you mean, the bedroom door or the wooden door? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bedroom" 		
CF ] Barracks 135 		
CF | > 		
CF | > BEDROOM 		
CF | 		
CF | It smells like a dozen different people have moved throughout this 		
CF | area within the last few hours. 		
CF | > 		
DavidW says (to ClubFloyd), "x wooden door" 		
CF ] Barracks 136 		
CF | > 		
CF | > X WOODEN DOOR 		
CF | 		
CF | This room is probably empty. The only problem is that the door is 		
CF | locked. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Barracks 137 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bedroom door" 		
CF ] Barracks 138 		
CF | > 		
CF | > X BEDROOM DOOR 		
CF | 		
CF | All these doors look the same to you... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock wooden door with key" 		
CF ] Barracks 138 		
CF | > 		
CF | > UNLOCK WOODEN DOOR WITH KEY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "I guess the wooden door is the only one we want."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Barracks 138 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a pendant 		
CF | a translated paper 		
CF | a journal 		
CF | a lantern 		
CF | a crowbar 		
CF | a dagger 		
CF | a satchel (being worn, and open but empty) 		
CF | your astral gem 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pry wooden dor" 		
CF ] Barracks 138 		
CF | > 		
CF | > PRY WOODEN DOR 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock wooden door with dagger" 		
CF ] Barracks 139 		
CF | > 		
CF | > UNLOCK WOODEN DOOR WITH DAGGER 		
CF | 		
CF | That doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open wooden door with crowbar" 		
CF ] Barracks 140 		
CF | > 		
CF | > OPEN WOODEN DOOR WITH CROWBAR 		
CF | 		
CF | That doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break wooden door" 		
CF ] Barracks 141 		
CF | > 		
CF | > BREAK WOODEN DOOR 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "I'm guessing that this empty room belonged to the one raider that the raven sorta liked."
		Knight_Otu says, "Possibly."
		DavidW says, "I have no idea where his key might be, though."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Barracks 142 		
CF | > 		
CF | > SW 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Barracks 142 		
CF | > 		
CF | > L 		
CF | 		
CF | Barracks 		
CF | A number of doors line the walls to either side of you like a 		
CF | neverending maze; the interstices between frames are dotted with 		
CF | half-melted candles whose wax forms frozen cascades that hang in the 		
CF | air. This must be where most of the raiders sleep. 		
CF | You wonder if anyone left their bedroom door OPEN. 		
CF | 		
CF | You can also see the hatch in the floor that leads back to the 		
CF | hallway. (You'll have to open it.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open bedroom door" 		
CF ] Barracks 143 		
CF | > 		
CF | > OPEN BEDROOM DOOR 		
CF | 		
CF | You walk up to a random door. You try to open the door, but a gruff 		
CF | voice growls from the room inside, "Piss off, Rinel! Get the damn 		
CF | bitch yourself!" Better keep looking. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Barracks 144 		
CF | > 		
CF | > G 		
CF | 		
CF | You walk up to a random door. You lean close to the door and hear 		
CF | someone muttering on the other side. Better keep looking. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Barracks 145 		
CF | > 		
CF | > G 		
CF | 		
CF | You come to a wooden door. (It is quiet inside...) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Barracks 146 		
CF | > 		
CF | > G 		
CF | 		
CF | You come to a wooden door. (It is quiet inside...) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open wooden door" 		
CF ] Barracks 147 		
CF | > 		
CF | > OPEN WOODEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		DavidW says, "I guess that's the correct way to find the door and not the diambiguation message."
		Knight_Otu says, "Okay so that's how we're supposed to.... right."
Knight_Otu says (to ClubFloyd), "open hatch" 		
CF ] Secret Passage 148 		
CF | > 		
CF | > OPEN HATCH 		
CF | 		
CF | You manage to open the hatch and drop back into the tunnel. 		
CF | 		
CF | Secret Passage 		
CF | You feel your head hit a wall, causing you to stop and look up. 		
CF | Although it's incredibly dark, you can make out the shape of a hatch 		
CF | above you. 		
CF | 		
CF | You can also return to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Secret Passage 149 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Secret Passage 		
CF | You are forced to crouch down on your hands and knees due to the size 		
CF | of the tunnel. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push switch" 		
CF ] Narrow Hall 150 		
CF | > 		
CF | > PUSH SWITCH 		
CF | 		
CF | When you press the switch, the floor above your head opens back up, 		
CF | allowing you to return to the hallway. 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		DavidW asks, "I dunno. Maybe the key's in the maze, the moat, the library? Maybe talk to the horses more?"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf21" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Narrow Hall 150 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Tower 151 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tower 		
CF | The room juts out in to an unusual octagon-shape here: the walls are 		
CF | made of the same stone as the exterior, but the exposed rafters that 		
CF | form the turret-like ceiling are wooden. 		
CF | 		
CF | Peering past a sharp corner, you notice two raiders chatting idly 		
CF | outside of a doorway that you can only assume leads to the fort's 		
CF | barracks. As soon as they see your clothes, they'll know you're not 		
CF | one of them though... 		
CF | 		
CF | The hallway is back south. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Hall 152 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 153 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		DavidW says, "If you venture into the maze, there's a talking rat, but I didn't get far with her."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Raiders' Fort 154 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		DavidW says, "Talking pregnant rat."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Library 155 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "topics raven" 		
CF ] Library 156 		
CF | > 		
CF | > TOPICS RAVEN 		
CF | 		
CF | You can ASK RAVEN ABOUT AUREL, PAPER, RAVEN, BOOKS, LIBRARY, RATS, 		
CF | RAIDERS, and READING 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Raiders' Fort 157 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Fort Entrance 158 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Post 159 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Post 		
CF | At first glance, the area doesn't seem to have much of any purpose: no 		
CF | supplies, no guards, and no structures. There are, however, a pair of 		
CF | horses whose reins are tied to a stake in the ground before you, 		
CF | apparently left outside instead of being returned to a stable. 		
CF | 		
CF | The fort entrance is west. 		
CF | 		
CF | A brown horse stands to your left, and a white horse stands to your 		
CF | right. Both horses whinny at you. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "topics brown horse" 		
CF ] Post 160 		
CF | > 		
CF | > TOPICS BROWN HORSE 		
CF | 		
CF | You can ASK BROWN HORSE ABOUT AUREL, BROWN HORSE, NAME, WHITE HORSE, 		
CF | FOREST, GATE, and RAIDERS. 		
CF | 		
CF | > 		DavidW says, "Do the TOPICS trick here too."
		DavidW says, "ah, you're ahead of me."
Knight_Otu says (to ClubFloyd), "topics white horse" 		
CF ] Post 161 		
CF | > 		
CF | > TOPICS WHITE HORSE 		
CF | 		
CF | You can ASK WHITE HORSE ABOUT AUREL, WHITE HORSE, NAME, BROWN HORSE, 		
CF | FOREST, GATE, RAIDERS, and RAID. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask brown horse about aurel" 		
CF ] Post 162 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT AUREL 		
CF | 		
CF | His ears flick forward, "A what now, son? Afraid I've never heard of 		
CF | that before." 		
CF | 		
CF | > 		DavidW asks, "Nothing about the rogue raider, but maybe 'raiders' itself?"
Knight_Otu says (to ClubFloyd), "ask brown horse about white horse" 		
CF ] Post 163 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT WHITE HORSE 		
CF | 		
CF | "Oh, that's my wife. Beautiful isn't she? I guess that's one good 		
CF | thing about this place," he sighs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask brown horse about name" 		
CF ] Post 164 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT NAME 		
CF | 		
CF | The horse seems bemused by your question, "Wild things like us don't 		
CF | usually have names, you know," he explains. "But the fella that rides 		
CF | me calls me Rian a lot." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask brown horse about brown horse" 		
CF ] Post 165 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT BROWN HORSE 		
CF | 		
CF | He bobs his head nonchalantly, "I came from a southern herd, but now I 		
CF | belong to the raider in charge of the gate at this camp. It's not a 		
CF | perfect arrangement, but my wife makes it bearable." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask brown horse about forest" 		
CF ] Post 166 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT FOREST 		
CF | 		
CF | "Pretty, yeah? A few places in the south looked like that, but I 		
CF | always preferred the fields anyway. My wife thinks they're odd 		
CF | though... Guess her home isn't like how it is here. I think she misses 		
CF | it." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask brown horse about raiders" 		
CF ] Post 167 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT RAIDERS 		
CF | 		
CF | "They went out on some big stampede last night to who knows where. My 		
CF | wife went with them, so she would know more about it, but when she 		
CF | came back the men brought some kid I've never seen before inside." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about aurel" 		
CF ] Post 168 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT AUREL 		
CF | 		
CF | She tilts her head as if confused, "A what now? I'm afraid I don't 		
CF | know what you're talking about, dear." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about raid" 		
CF ] Post 169 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT RAID 		
CF | 		
CF | Her ears perk up at the mention, "Oh yes, last night's run was quite a 		
CF | spirited adventure I must say. I don't prefer all the fire and 		
CF | bloodshed, but it's better than standing around here doing nothing all 		
CF | day. They ended up capturing this odd young man in the woods not far 		
CF | from here... I do hope they weren't too rough on him." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about broen horse" 		
CF ] Post 170 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT BROEN HORSE 		
CF | 		
CF | "I wouldn't know much about that, dear" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about brown horse" 		
CF ] Post 171 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT BROWN HORSE 		
CF | 		
CF | She perks up and whinnies, "Oh, that's my husband. He's quite a fine 		
CF | catch, don't you think?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about white horse" 		
CF ] Post 172 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT WHITE HORSE 		
CF | 		
CF | She idly shifts her weight, appearing wistful, "I came from a western 		
CF | herd, but now I live here with my husband. To be honest, I'd love to 		
CF | get back out in the wild, but that just doesn't seem possible right 		
CF | now." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about name" 		
CF ] Post 173 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT NAME 		
CF | 		
CF | She cranes her neck down to look at you, "My name?" she asks 		
CF | confusedly before giving a soft snort, "Well, we don't really use 		
CF | names like humans do, but my rider often calls me Era if that's easier 		
CF | for you." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about forest" 		
CF ] Post 174 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT FOREST 		
CF | 		
CF | She eyes the aforementioned woods with a queer, almost wary, 		
CF | sentiment, "They're quite strange aren't they? I'd never seen anything 		
CF | like them before coming here... The woods in the west don't look like 		
CF | that." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about raiders" 		
CF ] Post 175 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT RAIDERS 		
CF | 		
CF | She shakes her head (although you aren't sure if it's in disgust or to 		
CF | shoo away an encroaching fly), "Those men can be downright savage when 		
CF | it comes to it, but there isn't much I can do." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask white horse about maze" 		
CF ] Post 176 		
CF | > 		
CF | > ASK WHITE HORSE ABOUT MAZE 		
CF | 		
CF | "I wouldn't know much about that, dear" 		
CF | 		
CF | > 		DavidW asks, "hm. They both have saddlebags?"
Knight_Otu says (to ClubFloyd), "x saddle" 		
CF ] Post 176 		
CF | > 		
CF | > X SADDLE 		
CF | 		
CF | Which do you mean, the black saddle or the brown saddle? 		
CF | 		
CF | > 		DavidW asks, "Can we look in those at all?"
Knight_Otu says (to ClubFloyd), "brown" 		
CF ] Post 177 		
CF | > 		
CF | > BROWN 		
CF | 		
CF | A plain old brown saddle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under brown saddle" 		
CF ] Post 178 		
CF | > 		
CF | > LOOK UNDER BROWN SADDLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "oh, just saddles."
Knight_Otu says (to ClubFloyd), "x black saddle" 		
CF ] Post 179 		
CF | > 		
CF | > X BLACK SADDLE 		
CF | 		
CF | A plain old black saddle. 		
CF | 		
CF | > 		DavidW asks, "Show the pendant?"
		Knight_Otu says, "I do have to assme that hiding things under saddles can't be comfortable for the horse."
		Knight_Otu says, "*assume"
		DavidW says, "yeah."
Knight_Otu says (to ClubFloyd), "show pendant to white horse" 		
CF ] Post 180 		
CF | > 		
CF | > SHOW PENDANT TO WHITE HORSE 		
CF | 		
CF | "Oh, no thank you, dear." 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show pendant to brown horse" 		
CF ] Post 181 		
CF | > 		
CF | > SHOW PENDANT TO BROWN HORSE 		
CF | 		
CF | The brown horse snorts distastefully at the pendant. "I don't want 		
CF | that." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask brown horse about pendant" 		
CF ] Post 182 		
CF | > 		
CF | > ASK BROWN HORSE ABOUT PENDANT 		
CF | 		
CF | "I don't really know anything about that." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Fort Entrance 183 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Raiders' Fort 184 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Library 185 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about wooden door" 		
CF ] Library 186 		
CF | > 		
CF | > ASK RAVEN ABOUT WOODEN DOOR 		
CF | 		
CF | "I'm afraid I wouldn't have much to say about that, little fox." 		
CF | 		
CF | > 		DavidW says, "The pendant wasn't a topic for the raven either."
Knight_Otu says (to ClubFloyd), "ask raven about pendant" 		
CF ] Library 187 		
CF | > 		
CF | > ASK RAVEN ABOUT PENDANT 		
CF | 		
CF | "I'm afraid I wouldn't have much to say about that, little fox." 		
CF | 		
CF | > 		Knight_Otu says, "Topics might not always show everything."
DavidW says (to ClubFloyd), "x fireplace" 		
CF ] Library 188 		
CF | > 		
CF | > X FIREPLACE 		
CF | 		
CF | Gaping and smoke-stained. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Library 189 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter it" 		
CF ] Library 190 		
CF | > 		
CF | > ENTER IT 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		DavidW says, "No keys in there, I guess."
Knight_Otu says (to ClubFloyd), "climb it" 		
CF ] Library 191 		
CF | > 		
CF | > CLIMB IT 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Raiders' Fort 192 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 193 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in crack" 		
CF ] Kitchen 194 		
CF | > 		
CF | > LOOK IN CRACK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in pot" 		
CF ] Kitchen 195 		
CF | > 		
CF | > LOOK IN POT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pyre" 		
CF ] Kitchen 196 		
CF | > 		
CF | > X PYRE 		
CF | 		
CF | A sloppily made stack of wood. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Kitchen 197 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move hay" 		
CF ] Kitchen 198 		
CF | > 		
CF | > MOVE HAY 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Raiders' Fort 199 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Narrow Hall 200 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a green 		
CF | scent trail leads down another corridor. To the east, the wall opens 		
CF | to reveal a hidden passage where the purple scent trail flows in. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three pillars placed shoulder-width apart 		
CF | from each other, each with a different colored stone embedded into the 		
CF | wall above them. 		
CF | 		
CF | You can see a LIGHT GREY stone on the left, a YELLOW stone in the 		
CF | middle, and a DARK GREY stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 201 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf22" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Narrow Hall 201 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF ] Narrow Hall 201 		
CF | > 		
CF | > 		
CF | 		
CF | I beg your pardon? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push green" 		
CF ] Narrow Hall 201 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | (the green stone) 		
CF | You push the green stone into the wall until it clicks. Suddenly, 		
CF | several holes appear in the floor, and before you can think to move, 		
CF | dozens of spikes shoot up into your body faster than you can scream. 		
CF | The last thing you see is blood as your astral gem shatters and you 		
CF | return to darkness. 		
CF | 		
CF | 		
CF | 		
CF | *** You made a fatal error, and now Aurel is doomed... 		
CF | Perhaps you should have been more careful about pressing things at 		
CF | random. *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | > 		MoyTravis says, "lol"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Narrow Hall 201 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Narrow Hall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Knight_Otu says, "Had to try that one."
		DavidW says, "of course"
		Knight_Otu says, "For all we knew, the note could have been lying."
		DavidW says, "I think it's time to brave the maze or quit for today."
		MoyTravis says, "Didn't expect the game to actually kill you, to be honest. Though it's not a dead man walking state, so it's still merciful."
		MoyTravis asks, "Did you try smelling your way through the maze?"
		DavidW says, "The trail is too diffuse."
		Knight_Otu says, "Supposedly the scents di.. right."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Maze Entrance 202 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Maze Entrance 		
CF | Massive barriers of yellow rock surround you the moment you descend 		
CF | into the dank passage, which opens beneath the glow of torchlight to 		
CF | reveal what you can only imagine is an extensive maze. Even with your 		
CF | height, the walls of the maze span from the floor all the way up to 		
CF | the impenetrable darkness of the ceiling, making them impossible to 		
CF | scale. 		
CF | 		
CF | You can ENTER THE LABYRINTH (or go west to return to the hallway). 		
CF | 		
CF | > 		MoyTravis says, "I am convinced that there must be a trick, purely on the basis of "nobody would actually put a maze in their 2021 game would they?""
Knight_Otu says (to ClubFloyd), "enter the labyrinth" 		
CF ] Maze Entrance 203 		
CF | > 		
CF | > ENTER THE LABYRINTH 		
CF | 		
CF | You have a feeling you're missing something you need... If Aurel is 		
CF | imprisoned, you'll need a way to get him out when you find him. 		
CF | 		
CF | > 		DavidW says, "I assume so too, but I didn't discover the trick."
		DavidW asks, "Did you take the lantern?"
		Knight_Otu says, "I thought I did."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Maze Entrance 203 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a pendant 		
CF | a translated paper 		
CF | a journal 		
CF | a lantern 		
CF | a crowbar 		
CF | a dagger 		
CF | a satchel (being worn, and open but empty) 		
CF | your astral gem 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lantern" 		
CF ] Maze Entrance 204 		
CF | > 		
CF | > X LANTERN 		
CF | 		
CF | The dingy lantern has seen better days. Judging by the weight and 		
CF | smell, it still has some oil in it though. 		
CF | 		
CF | (You can LIGHT or EXTINGUISH the lantern.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light it" 		
CF ] Maze Entrance 205 		
CF | > 		
CF | > LIGHT IT 		
CF | 		
CF | It doesn't look like you really need the extra light here. (You 		
CF | wouldn't want to waste any lantern oil.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Maze Entrance 205 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a pendant 		
CF | a translated paper 		
CF | a journal 		
CF | a lantern 		
CF | a crowbar 		
CF | a dagger 		
CF | a satchel (being worn, and open but empty) 		
CF | your astral gem 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		DavidW says, "Not sure what you're missing, but you didn't get a cut-scene down in the cellar like I did."
		Knight_Otu says, "I'm guessing it's not the key to the main gate."
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Narrow Hall 206 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		DavidW asks, "Where is that key now?"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Raiders' Fort 207 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gate" 		
CF ] Raiders' Fort 208 		
CF | > 		
CF | > X GATE 		
CF | 		
CF | This is the gate you came in through that leads outside of the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] Raiders' Fort 208 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Fort Entrance 209 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] Fort Entrance 209 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "When it vanished, I assumed we left it in the gate."
		DavidW says, "ah"
		Knight_Otu says, "No longer in my scrollback, so I can't check."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Shed 210 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Shed 		
CF | You enter a small wooden shed that is packed with different types of 		
CF | weapons and bundles of wood, leading you to believe that the space is 		
CF | used for storage and maintenance. The fort entrance is to the east. 		
CF | 		
CF | You can see a table here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Shed 211 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | The table is wobbly and poorly made, not to mention gutted with 		
CF | various indentations. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x weapons" 		
CF ] Shed 212 		
CF | > 		
CF | > X WEAPONS 		
CF | 		
CF | Assorted weapons, most of which seem to be in a state of disrepair, 		
CF | unfortunately. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Fort Entrance 213 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Raiders' Fort 214 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		DavidW says, "oh, there's wine you can take."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 215 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A Dark Room 216 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Dark Room 		
CF | It's so dark that you can barely see anything down here aside from a 		
CF | few fuzzy shapes. The kitchen is to the south. 		
CF | 		
CF | You can see the outline of a chest off to one side. 		
CF | 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Cellar 217 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Cellar 217 		
CF | > 		
CF | > L 		
CF | 		
CF | Cellar 		
CF | Your cat-like eyes easily cut through the darkness to find a 		
CF | rudimentary cellar. The shelves are filled with bottles, all of them 		
CF | grey and varying in size with crude labels drawn on. The dusty air is 		
CF | speckled with yellow scent trails. The kitchen is to the south. 		
CF | 		
CF | You can see a chest off to one side. 		
CF | 		
CF | There are a few casks in the corner, and a wooden crate near the 		
CF | entrance. 		
CF | 		
CF | There is some cheese beside a dead rat in a mouse-trap here, too. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get cheese" 		
CF ] Cellar 218 		
CF | > 		
CF | > GET CHEESE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bottle" 		
CF ] Cellar 218 		
CF | > 		
CF | > GET BOTTLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bottles" 		
CF ] Cellar 219 		
CF | > 		
CF | > GET BOTTLES 		
CF | 		
CF | (Bottles) 		
CF | These don't look like something you need. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get wine" 		
CF ] Cellar 220 		
CF | > 		
CF | > GET WINE 		
CF | 		
CF | You can't see anything like that right now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search bottles" 		
CF ] Cellar 221 		
CF | > 		
CF | > SEARCH BOTTLES 		
CF | 		
CF | (Bottles) 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get rat" 		
CF ] Cellar 222 		
CF | > 		
CF | > GET RAT 		
CF | 		
CF | You don't want to carry this around with you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get mousetrap" 		DavidW asks, "You have the crowbar?"
CF ] Cellar 222 		
CF | > 		
CF | > GET MOUSETRAP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Cellar 222 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some cheese 		
CF | a pendant 		
CF | a translated paper 		
CF | a journal 		
CF | a lantern 		
CF | a crowbar 		
CF | a dagger 		
CF | a satchel (being worn, and open but empty) 		
CF | your astral gem (being worn) 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		Knight_Otu says, "Yes."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 223 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		DavidW asks, "Maybe open the crate?"
		Knight_Otu asks, "Wasn't that where the lantern was?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 224 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cellar 		
CF | Your cat-like eyes easily cut through the darkness to find a 		
CF | rudimentary cellar. The shelves are filled with bottles, all of them 		
CF | grey and varying in size with crude labels drawn on. The dusty air is 		
CF | speckled with yellow scent trails. The kitchen is to the south. 		
CF | 		
CF | You can see a chest off to one side. 		
CF | 		
CF | There are a few casks in the corner, and a wooden crate near the 		
CF | entrance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x crate" 		
CF ] Cellar 225 		
CF | > 		
CF | > X CRATE 		
CF | 		
CF | The crate is nailed shut and will need to be pried open. 		
CF | 		
CF | > 		DavidW says, "Lantern was in a chest."
		Knight_Otu says, "Oh."
Knight_Otu says (to ClubFloyd), "change" 		
CF ] A Dark Room 226 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open crate" 		
CF ] A Dark Room 227 		
CF | > 		
CF | > OPEN CRATE 		
CF | 		
CF | It's too dark in here to see anything. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light lantern" 		
CF ] Cellar 228 		
CF | > 		
CF | > LIGHT LANTERN 		
CF | 		
CF | You light the lantern, setting the room aglow. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open crate" 		
CF ] Cellar 229 		
CF | > 		
CF | > OPEN CRATE 		
CF | 		
CF | You jab one end of the bar into the crate and push down until the lid 		
CF | finally gives. Inside, you find some wine bottles. 		
CF | 		
CF | You freeze suddenly when you hear a pair of voices coming from the top 		
CF | of the stairs followed by heavy footsteps trudging down. 		
CF | 		
CF | Someone is coming, and you have to HIDE! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Cellar 230 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | You need to HIDE quickly! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] Cellar 231 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You quickly extinguish the lantern and crouch behind the chest. 		
CF | 		
CF | Two raiders come down the staircase a moment later: one is tall with 		
CF | pale hair and a milky eye while the other is slightly shorter with 		
CF | brown hair that is fashioned into several tight braids. The pale 		
CF | raider props themselves near the entrance, appearing bored as the 		
CF | brunette begins stumbling around, "Just hurry up and get the 		
CF | crowbar, Rork." 		
CF | 		
CF | The brunette, Rork, growls at the other's tone, "Piss off, Sel! I 		
CF | can't see shit down here! Where's the fucking lantern?" he huffs, 		
CF | cursing randomly as he tries to find his bearings. You think you can 		
CF | hear Sel mumur something sarcastic beneath his breath. 		
CF | 		
CF | He turns his head to show off a blue iris that is nearly white with 		
CF | damage, "Check the chest, dipshit," he snorts, apparently 		
CF | unconcerned with the man's temper. Rork grumbles, stomping up to the 		
CF | chest, and your breathing slows purposefully as he throws it open. 		
CF | 		
CF | "It's not in here!" 		
CF | 		
CF | "Are you sure?" 		
CF | 		
CF | "Of course I'm sure!" 		
CF | 		
CF | "Should we find another one?" 		
CF | 		
CF | Apparently annoyed by Sel's indifference, Rork slams the lid of the 		
CF | chest down and starts back to the stairs, "Forget it! I'll just 		
CF | axe the damn thing open. Let's go, I wanna see what they do to that 		
CF | dumb kid you locked up." You slowly hear their voices taper off 		
CF | as they get further away, and once you're sure the coast is clear, you 		
CF | emerge from your hiding place and light the lantern again. 		
CF | 		
CF | That was close... 		
CF | 		
CF | > 		DavidW says, "ah, the cut-scene."
		DavidW asks, "oh, are they intending to axe open the wooden door in the barracks?"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "get wine" 		
CF ] Cellar 232 		
CF | > 		
CF | > GET WINE 		
CF | 		
CF | You take one of the bottles with you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "extinguish lantern" 		
CF ] A Dark Room 233 		
CF | > 		
CF | > EXTINGUISH LANTERN 		
CF | 		
CF | You extinguish the lantern, plunging the room into darkness. 		
CF | 		
CF | > 		DavidW asks, "You couldn't pry that door, correct?"
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Cellar 234 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 235 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Raiders' Fort 236 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Narrow Hall 237 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a green 		
CF | scent trail leads down another corridor. To the east, the wall opens 		
CF | to reveal a hidden passage where the purple scent trail flows in. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three pillars placed shoulder-width apart 		
CF | from each other, each with a different colored stone embedded into the 		
CF | wall above them. 		
CF | 		
CF | You can see a LIGHT GREY stone on the left, a YELLOW stone in the 		
CF | middle, and a DARK GREY stone on the right. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x axe" 		
CF ] Narrow Hall 238 		
CF | > 		
CF | > X AXE 		
CF | 		
CF | An assortment of crossed blades and gilded axes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 239 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get axe" 		
CF ] Narrow Hall 240 		
CF | > 		
CF | > GET AXE 		
CF | 		
CF | It's mounted to the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 241 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get axe" 		
CF ] Narrow Hall 242 		
CF | > 		
CF | > GET AXE 		
CF | 		
CF | It's mounted to the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 243 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push grey" 		
CF ] Secret Passage 244 		
CF | > 		
CF | > PUSH GREY 		
CF | 		
CF | (the grey stone) 		
CF | You push the grey stone into the wall until it clicks. Suddenly, the 		
CF | floor opens up and drops you into a dark passage. 		
CF | 		
CF | Secret Passage 		
CF | You are forced to crouch down on your hands and knees due to the size 		
CF | of the tunnel. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Secret Passage 245 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Secret Passage 		
CF | You feel your head hit a wall, causing you to stop and look up. 		
CF | Although it's incredibly dark, you can make out the shape of a hatch 		
CF | above you. 		
CF | 		
CF | You can also return to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open hatch" 		
CF ] Barracks 246 		
CF | > 		
CF | > OPEN HATCH 		
CF | 		
CF | You push the hatch open and climb out. 		
CF | 		
CF | Barracks 		
CF | A number of doors line the walls to either side of you like a 		
CF | neverending maze; the interstices between frames are dotted with 		
CF | half-melted candles whose wax forms frozen cascades that hang in the 		
CF | air. This must be where most of the raiders sleep. 		
CF | You can see a wooden door here. 		
CF | 		
CF | You can also see the hatch in the floor that leads back to the 		
CF | hallway. (You'll have to open it.) 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wooden door" 		
CF ] Barracks 247 		
CF | > 		
CF | > X WOODEN DOOR 		
CF | 		
CF | This room is probably empty. The only problem is that the door is 		
CF | locked. 		
CF | > 		Knight_Otu says, "They didn't get to axe the door any questions yet."
		DavidW says, "Maybe some other door."
		DavidW says, "har"
Knight_Otu says (to ClubFloyd), "open hatch" 		
CF ] Secret Passage 248 		
CF | > 		
CF | > OPEN HATCH 		
CF | 		
CF | You manage to open the hatch and drop back into the tunnel. 		
CF | 		
CF | Secret Passage 		
CF | You feel your head hit a wall, causing you to stop and look up. 		
CF | Although it's incredibly dark, you can make out the shape of a hatch 		
CF | above you. 		
CF | 		
CF | You can also return to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Secret Passage 249 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Secret Passage 249 		
CF | > 		
CF | > L 		
CF | 		
CF | Secret Passage 		
CF | You see that the tunnel comes to a stop where there is a metal hatch 		
CF | above you. 		
CF | 		
CF | You can also return to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Secret Passage 250 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Secret Passage 		
CF | You stand upright due to your size, and the tunnel is plunged into a 		
CF | soft graininess. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push switch" 		
CF ] Narrow Hall 251 		
CF | > 		
CF | > PUSH SWITCH 		
CF | 		
CF | When you press the switch, the floor above your head opens back up, 		
CF | allowing you to return to the hallway. 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a green 		
CF | scent trail leads down another corridor. To the east, the wall opens 		
CF | to reveal a hidden passage where the purple scent trail flows in. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three pillars placed shoulder-width apart 		
CF | from each other, each with a different colored stone embedded into the 		
CF | wall above them. 		
CF | 		
CF | You can see a LIGHT GREY stone on the left, a YELLOW stone in the 		
CF | middle, and a DARK GREY stone on the right. 		
CF | 		
CF | > 		DavidW says, "What if you light the lantern in the secret tunnel? The fox can't see everything in the dark."
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Narrow Hall 252 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you change back in to your human form. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push grey" 		
CF ] Secret Passage 253 		
CF | > 		
CF | > PUSH GREY 		
CF | 		
CF | (the grey stone) 		
CF | You push the grey stone into the wall until it clicks. Suddenly, the 		
CF | floor opens up and drops you into a dark passage. 		
CF | 		
CF | Secret Passage 		
CF | You are forced to crouch down on your hands and knees due to the size 		
CF | of the tunnel. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light lantern" 		
CF ] Secret Passage 254 		
CF | > 		
CF | > LIGHT LANTERN 		
CF | 		
CF | It's dark, but you don't think this area is large enough to require a 		
CF | light source. (It's not like you can get lost here, right?) 		
CF | 		
CF | > 		DavidW says, "oh"
Knight_Otu says (to ClubFloyd), "push switch" 		
CF ] Narrow Hall 255 		
CF | > 		
CF | > PUSH SWITCH 		
CF | 		
CF | When you press the switch, the floor above your head opens back up, 		
CF | allowing you to return to the hallway. 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		DavidW says, "I thought a key might be hidden in shadow."
		Knight_Otu says, "I mea, it could, in theory."
		Knight_Otu says, "*mean"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Tower 256 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tower 		
CF | The room juts out in to an unusual octagon-shape here: the walls are 		
CF | made of the same stone as the exterior, but the exposed rafters that 		
CF | form the turret-like ceiling are wooden. 		
CF | 		
CF | Peering past a sharp corner, you notice two raiders chatting idly 		
CF | outside of a doorway that you can only assume leads to the fort's 		
CF | barracks. As soon as they see your clothes, they'll know you're not 		
CF | one of them though... 		
CF | 		
CF | The hallway is back south. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Hall 257 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		Knight_Otu says, "The guards are also still there."
Knight_Otu says (to ClubFloyd), "x tapestries" 		
CF ] Narrow Hall 258 		
CF | > 		
CF | > X TAPESTRIES 		
CF | 		
CF | Long velvety banners that are as long as two of you. 		
CF | 		
CF | > 		DavidW asks, "What was that about the rafters?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Tower 259 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tower 		
CF | The room juts out in to an unusual octagon-shape here: the walls are 		
CF | made of the same stone as the exterior, but the exposed rafters that 		
CF | form the turret-like ceiling are wooden. 		
CF | 		
CF | Peering past a sharp corner, you notice two raiders chatting idly 		
CF | outside of a doorway that you can only assume leads to the fort's 		
CF | barracks. As soon as they see your clothes, they'll know you're not 		
CF | one of them though... 		
CF | 		
CF | The hallway is back south. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rafters" 		
CF ] Tower 260 		
CF | > 		
CF | > X RAFTERS 		
CF | 		
CF | Made of wood. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb them" 		
CF ] Tower 261 		
CF | > 		
CF | > CLIMB THEM 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "jump" 		
CF ] Tower 262 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | You jump on the spot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search rafters" 		
CF ] Tower 263 		
CF | > 		
CF | > SEARCH RAFTERS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "okay, just scenery"
		Knight_Otu says, "Unless we need a chair and some books again to access them truly."
		DavidW says, "Keys are too easy to hide. They can be ANYWHERE, even under a horse's saddle."
		DavidW says, "ha ha"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Hall 264 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search tapestries" 		
CF ] Narrow Hall 265 		
CF | > 		
CF | > SEARCH TAPESTRIES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search pictures" 		
CF ] Narrow Hall 266 		
CF | > 		
CF | > SEARCH PICTURES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pictures" 		
CF ] Narrow Hall 267 		
CF | > 		
CF | > X PICTURES 		
CF | 		
CF | Several paintings are posed decoratively amidst other hangings. Some 		
CF | look rather expensive with their masterful brush strokes and golden 		
CF | frames while others are more mediocre. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x weaponry" 		
CF ] Narrow Hall 268 		
CF | > 		
CF | > X WEAPONRY 		
CF | 		
CF | An assortment of crossed blades and gilded axes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get blade" 		
CF ] Narrow Hall 269 		
CF | > 		
CF | > GET BLADE 		
CF | 		
CF | It's mounted to the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Raiders' Fort 270 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		DavidW asks, "Did you get the wine after all?"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Raiders' Fort 270 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a wine bottle 		
CF | a lantern 		
CF | some cheese 		
CF | a pendant 		
CF | a translated paper 		
CF | a journal 		
CF | a crowbar 		
CF | a dagger 		
CF | a satchel (being worn, and open but empty) 		
CF | your astral gem 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		Knight_Otu says, "Yea."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Fort Entrance 271 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Shed 272 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Shed 		
CF | You enter a small wooden shed that is packed with different types of 		
CF | weapons and bundles of wood, leading you to believe that the space is 		
CF | used for storage and maintenance. The fort entrance is to the east. 		
CF | 		
CF | You can see a table here. 		
CF | 		
CF | > 		DavidW says, "So you can brick wine and cheese to Aurel and have a party."
Knight_Otu says (to ClubFloyd), "get axe" 		
CF ] Shed 272 		
CF | > 		
CF | > GET AXE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "briNG"
Knight_Otu says (to ClubFloyd), "get weapon" 		
CF ] Shed 272 		
CF | > 		
CF | > GET WEAPON 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get weaponry" 		
CF ] Shed 272 		
CF | > 		
CF | > GET WEAPONRY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get weapons" 		DavidW says, "You're in the shed now."
CF ] Shed 273 		
CF | > 		
CF | > GET WEAPONS 		
CF | 		
CF | You're not very good at choosing things like this. (Aurel has always 		
CF | been better with weapons.) 		
CF | 		
CF | > 		Knight_Otu says, "Because there may potentially have been an axe here, but no."
		DavidW says, "oh. Missed that weapons were here too."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Shed 273 		
CF | > 		
CF | > L 		
CF | 		
CF | Shed 		
CF | You enter a small wooden shed that is packed with different types of 		
CF | weapons and bundles of wood, leading you to believe that the space is 		
CF | used for storage and maintenance. The fort entrance is to the east. 		
CF | 		
CF | You can see a table here. 		
CF | 		
CF | > 		DavidW asks, "So throw a stone at the guards and hope they kill each other over it?"
Knight_Otu says (to ClubFloyd), "look under table" 		
CF ] Shed 274 		
CF | > 		
CF | > LOOK UNDER TABLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "That's not clued, though."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Fort Entrance 275 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Raiders' Fort 276 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Library 277 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Library 278 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW says, "And we've seen no stones."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Raiders' Fort 279 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Narrow Hall 280 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Tower 281 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Tower 		
CF | The room juts out in to an unusual octagon-shape here: the walls are 		
CF | made of the same stone as the exterior, but the exposed rafters that 		
CF | form the turret-like ceiling are wooden. 		
CF | 		
CF | Peering past a sharp corner, you notice two raiders chatting idly 		
CF | outside of a doorway that you can only assume leads to the fort's 		
CF | barracks. As soon as they see your clothes, they'll know you're not 		
CF | one of them though... 		
CF | 		
CF | The hallway is back south. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw pendant at guards" 		
CF ] Tower 281 		
CF | > 		
CF | > THROW PENDANT AT GUARDS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen to raiders" 		
CF ] Tower 282 		
CF | > 		
CF | > LISTEN TO RAIDERS 		
CF | 		
CF | The fat raider is talking in a broken accent to the other raider with 		
CF | him. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw pendant at raiders" 		
CF ] Tower 283 		
CF | > 		
CF | > THROW PENDANT AT RAIDERS 		
CF | 		
CF | Futile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear pendant" 		
CF ] Tower 284 		
CF | > 		
CF | > WEAR PENDANT 		
CF | 		
CF | You're not much of a jewelery person. 		
CF | 		
CF | > 		Knight_Otu says, "But it could be magic, my friend."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Narrow Hall 285 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push save" 		
CF ] Narrow Hall 285 		
CF | > 		
CF | > PUSH SAVE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf23" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Narrow Hall 285 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Maze Entrance 286 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Maze Entrance 		
CF | Massive barriers of yellow rock surround you the moment you descend 		
CF | into the dank passage, which opens beneath the glow of torchlight to 		
CF | reveal what you can only imagine is an extensive maze. Even with your 		
CF | height, the walls of the maze span from the floor all the way up to 		
CF | the impenetrable darkness of the ceiling, making them impossible to 		
CF | scale. 		
CF | 		
CF | You can ENTER THE LABYRINTH (or go west to return to the hallway). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter the labyrinth" 		
CF ] Maze Entrance 287 		
CF | > 		
CF | > ENTER THE LABYRINTH 		
CF | 		
CF | You have a feeling you're missing something you need... If Aurel is 		
CF | imprisoned, you'll need a way to get him out when you find him. 		
CF | 		
CF | > 		DavidW says, "Yeah, what if the pendant lets us change into a seven-course dinner, huh? Think of that, Ezra."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Narrow Hall 288 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		Knight_Otu says, "Still missing something."
		DavidW says, "huh"
Knight_Otu says (to ClubFloyd), "x arch" 		
CF ] Narrow Hall 289 		
CF | > 		
CF | > X ARCH 		
CF | 		
CF | An archway made of stone. 		
CF | 		
CF | > 		DavidW says, "I wonder what. I didn't have this problem, but I was playing an earlier version."
		Knight_Otu says, "I mean, you said you think you got something from the barracks, so."
		DavidW asks, "Do you have the paper from the library?"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Narrow Hall 289 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a wine bottle 		
CF | a lantern 		
CF | some cheese 		
CF | a pendant 		
CF | a translated paper 		
CF | a journal 		
CF | a crowbar 		
CF | a dagger 		
CF | a satchel (being worn, and open but empty) 		
CF | your astral gem 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		DavidW says, "okay."
Knight_Otu says (to ClubFloyd), "x paper" 		
CF ] Narrow Hall 290 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | The raven told you that this paper says "Grey is a way to enter 		
CF | undetected, in case the fort was not defended. Red shows our secrets 		
CF | when the way is blocked. And green kills spies that no one 		
CF | wants." You'll have to take her word for it though. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push grey" 		
CF ] Secret Passage 291 		
CF | > 		
CF | > PUSH GREY 		
CF | 		
CF | (the grey stone) 		
CF | You push the grey stone into the wall until it clicks. Suddenly, the 		
CF | floor opens up and drops you into a dark passage. 		
CF | 		
CF | Secret Passage 		
CF | You are forced to crouch down on your hands and knees due to the size 		
CF | of the tunnel. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Secret Passage 292 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Secret Passage 		
CF | You feel your head hit a wall, causing you to stop and look up. 		
CF | Although it's incredibly dark, you can make out the shape of a hatch 		
CF | above you. 		
CF | 		
CF | You can also return to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open hatch" 		
CF ] Barracks 293 		
CF | > 		
CF | > OPEN HATCH 		
CF | 		
CF | You push the hatch open and climb out. 		
CF | 		
CF | Barracks 		
CF | A number of doors line the walls to either side of you like a 		
CF | neverending maze; the interstices between frames are dotted with 		
CF | half-melted candles whose wax forms frozen cascades that hang in the 		
CF | air. This must be where most of the raiders sleep. 		
CF | You can see a wooden door here. 		
CF | 		
CF | You can also see the hatch in the floor that leads back to the 		
CF | hallway. (You'll have to open it.) 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x candles" 		
CF ] Barracks 294 		
CF | > 		
CF | > X CANDLES 		
CF | 		
CF | Made of wax. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get candles" 		
CF ] Barracks 295 		
CF | > 		
CF | > GET CANDLES 		
CF | 		
CF | They would be a poor light source on their own, and you have no urge 		
CF | to carry them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open wooden door with crowbar" 		
CF ] Barracks 296 		
CF | > 		
CF | > OPEN WOODEN DOOR WITH CROWBAR 		
CF | 		
CF | That doesn't seem to fit the lock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wooden door" 		
CF ] Barracks 297 		
CF | > 		
CF | > X WOODEN DOOR 		
CF | 		
CF | This room is probably empty. The only problem is that the door is 		
CF | locked. 		
CF | > 		
DavidW says (to ClubFloyd), "pry wooden door with crowbar" 		
CF ] Barracks 297 		
CF | > 		
CF | > PRY WOODEN DOOR WITH CROWBAR 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x keyhole" 		
CF ] Barracks 297 		
CF | > 		
CF | > X KEYHOLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put paper under door" 		
CF ] Barracks 297 		
CF | > 		
CF | > PUT PAPER UNDER DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		DavidW says, "If it was that chestnut, the gap would be mentioned."
		Knight_Otu asks, "Do we need another helping of berries?"
DavidW says (to ClubFloyd), "knock on wooden door" 		
CF ] Barracks 297 		
CF | > 		
CF | > KNOCK ON WOODEN DOOR 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kick wooden door" 		
CF ] Barracks 297 		
CF | > 		
CF | > KICK WOODEN DOOR 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit door with crowbar" 		
CF ] Barracks 298 		
CF | > 		
CF | > HIT DOOR WITH CROWBAR 		
CF | 		
CF | (the wooden door with the crowbar) 		
CF | That won't do much good. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get all" 		
CF ] Barracks 298 		
CF | > 		
CF | > GET ALL 		
CF | 		
CF | There are none at all available! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open hatch" 		
CF ] Secret Passage 299 		
CF | > 		
CF | > OPEN HATCH 		
CF | 		
CF | You manage to open the hatch and drop back into the tunnel. 		
CF | 		
CF | Secret Passage 		
CF | You feel your head hit a wall, causing you to stop and look up. 		
CF | Although it's incredibly dark, you can make out the shape of a hatch 		
CF | above you. 		
CF | 		
CF | You can also return to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light lantern" 		
CF ] Secret Passage 300 		
CF | > 		
CF | > LIGHT LANTERN 		
CF | 		
CF | It doesn't look like you really need the extra light here. (You 		
CF | wouldn't want to waste any lantern oil.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search passage" 		
CF ] Secret Passage 300 		
CF | > 		
CF | > SEARCH PASSAGE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Secret Passage 301 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Secret Passage 		
CF | You are forced to crouch down on your hands and knees due to the size 		
CF | of the tunnel. The passageway appears to lead north. 		
CF | 		
CF | You can see a tiny switch here as well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push switch" 		
CF ] Narrow Hall 302 		
CF | > 		
CF | > PUSH SWITCH 		
CF | 		
CF | When you press the switch, the floor above your head opens back up, 		
CF | allowing you to return to the hallway. 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get all" 		
CF ] Narrow Hall 303 		
CF | > 		
CF | > GET ALL 		
CF | 		
CF | grey stone: It's firmly embedded into the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Raiders' Fort 304 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get all" 		
CF ] Raiders' Fort 304 		
CF | > 		
CF | > GET ALL 		
CF | 		
CF | There are none at all available! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Library 305 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get all" 		
CF ] Library 305 		
CF | > 		
CF | > GET ALL 		
CF | 		
CF | There are none at all available! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Library 306 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | It's a polished wooden desk (probably stolen from a nice family). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get book" 		
CF ] Library 306 		
CF | > 		
CF | > GET BOOK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get books" 		
CF ] Library 307 		
CF | > 		
CF | > GET BOOKS 		
CF | 		
CF | Why? It's not like you can read them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under desk" 		
CF ] Library 308 		
CF | > 		
CF | > LOOK UNDER DESK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x window" 		
CF ] Library 309 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | You can't really see outside of them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open window" 		
CF ] Library 310 		
CF | > 		
CF | > OPEN WINDOW 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Raiders' Fort 311 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 312 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "reach in crack" 		
CF ] Kitchen 312 		
CF | > 		
CF | > REACH IN CRACK 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig crack" 		
CF ] Kitchen 312 		
CF | > 		
CF | > DIG CRACK 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get wood" 		
DavidW says (to ClubFloyd), "open crack with crowbar" 		
CF ] Kitchen 313 		
CF | > 		
CF | > GET WOOD 		
CF | 		
CF | You don't need any right now. 		
CF | 		
CF | > 		
CF ] Kitchen 314 		
CF | > 		
CF | > OPEN CRACK WITH CROWBAR 		
CF | 		
CF | That doesn't seem to be something you can unlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put dagger in crack" 		
CF ] Kitchen 315 		
CF | > 		
CF | > PUT DAGGER IN CRACK 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell crack" 		
CF ] Kitchen 316 		
CF | > 		
CF | > SMELL CRACK 		
CF | 		
CF | It smells like spices. 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinets" 		
CF ] Kitchen 317 		
CF | > 		
CF | > X CABINETS 		
CF | 		
CF | A row of wooden cabinets (closed). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open them" 		
CF ] Kitchen 318 		
CF | > 		
CF | > OPEN THEM 		
CF | 		
CF | They aren't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open cabinets" 		
CF ] Kitchen 319 		
CF | > 		
CF | > OPEN CABINETS 		
CF | 		
CF | You open the cabinets, revealing some bread. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bread" 		
CF ] Kitchen 320 		
CF | > 		
CF | > GET BREAD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "One more missed item."
		Knight_Otu says, "I honestly missed the mention of cabinetes until now."
		DavidW says, "bread, wine, and cheese. If you can find potato salad and fried chicken next..."
		DavidW says, "Bet you can enter the maze now."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Raiders' Fort 321 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Narrow Hall 322 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Maze Entrance 323 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Maze Entrance 		
CF | Massive barriers of yellow rock surround you the moment you descend 		
CF | into the dank passage, which opens beneath the glow of torchlight to 		
CF | reveal what you can only imagine is an extensive maze. Even with your 		
CF | height, the walls of the maze span from the floor all the way up to 		
CF | the impenetrable darkness of the ceiling, making them impossible to 		
CF | scale. 		
CF | 		
CF | You can ENTER THE LABYRINTH (or go west to return to the hallway). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf24" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Maze Entrance 323 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter the labyrinth" 		
CF ] Maze Entrance 324 		
CF | > 		
CF | > ENTER THE LABYRINTH 		
CF | 		
CF | You have a feeling you're missing something you need... If Aurel is 		
CF | imprisoned, you'll need a way to get him out when you find him. 		
CF | 		
CF | > 		DavidW says, "fudge"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Narrow Hall 325 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Narrow Hall 		
CF | A long span of flat stones creates the area you stand in now, 		
CF | stretching forward to form a narrow hallway lined with spoils. 		
CF | Decorating the walls are random tapestries, pictures, and weaponry 		
CF | (each and every one of them likely stolen). To the north, a broad arch 		
CF | widens into another corridor. To the east, the wall opens to reveal a 		
CF | hidden passage. 		
CF | 		
CF | The main chamber is west. 		
CF | 		
CF | On the south wall there are three short pillars placed shoulder-width 		
CF | apart from each other, each with a different colored stone embedded 		
CF | into the wall above them. 		
CF | 		
CF | You can see a GREY stone on the left, a GREEN stone in the middle, and 		
CF | a RED stone on the right. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x spoils" 		
CF ] Narrow Hall 325 		
CF | > 		
CF | > X SPOILS 		
CF | 		
CF | There are tapestries, pictures, and weaponry hanging here. 		
CF | 		
CF | > 		DavidW asks, "I suppose we're looking for a keyring?"
		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Raiders' Fort 326 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A dim chamber lit by candlelight 		
CF | stretches in to three corridors here: the library to the north, the 		
CF | narrow hall to the east, and the kitchen to the west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 327 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A Dark Room 328 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Dark Room 		
CF | It's so dark that you can barely see anything down here aside from a 		
CF | few fuzzy shapes. The kitchen is to the south. 		
CF | 		
CF | You can see the outline of a chest off to one side. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "change" 		
CF ] Cellar 329 		
CF | > 		
CF | > CHANGE 		
CF | 		
CF | Your body glows brightly as you shapeshift in to the form of a small 		
CF | black fox. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Cellar 329 		
CF | > 		
CF | > L 		
CF | 		
CF | Cellar 		
CF | Your cat-like eyes easily cut through the darkness to find a 		
CF | rudimentary cellar. The shelves are filled with bottles, all of them 		
CF | grey and varying in size with crude labels drawn on. The dusty air is 		
CF | speckled with yellow scent trails. The kitchen is to the south. 		
CF | 		
CF | You can see a chest off to one side. 		
CF | 		
CF | There are a few casks in the corner, and a wooden crate near the 		
CF | entrance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x casks" 		
CF ] Cellar 330 		
CF | > 		
CF | > X CASKS 		
CF | 		
CF | There are a bunch of heavy barrels gathered together and plugged up 		
CF | with large corks. Some kind of ink marks the wood, but you don't know 		
CF | what it says. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x corks" 		
CF ] Cellar 331 		
CF | > 		
CF | > X CORKS 		
CF | 		
CF | Corks that plug the casks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get corks" 		
CF ] Cellar 332 		
CF | > 		
CF | > GET CORKS 		
CF | 		
CF | You don't have any reason to unplug these. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, it could lead to some infighting among the raiders."
Knight_Otu says (to ClubFloyd), "open casks" 		
CF ] Cellar 333 		
CF | > 		
CF | > OPEN CASKS 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 334 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x windows" 		
CF ] Kitchen 335 		
CF | > 		
CF | > X WINDOWS 		
CF | 		
CF | The glass has turned a strange brown from lack of cleaning and years 		
CF | of smoke damage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x utensils" 		
CF ] Kitchen 336 		
CF | > 		
CF | > X UTENSILS 		
CF | 		
CF | There are some large stirring spoons, a two-pronged fork, and some 		
CF | things used to stoke the fire. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get utensils" 		
CF ] Kitchen 337 		
CF | > 		
CF | > GET UTENSILS 		
CF | 		
CF | You don't need these. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fork" 		
CF ] Kitchen 338 		
CF | > 		
CF | > X FORK 		
CF | 		
CF | Just a metal fork. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take fork" 		
CF ] Kitchen 339 		
CF | > 		
CF | > TAKE FORK 		
CF | 		
CF | You don't think it looks useful. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x spices" 		
CF ] Kitchen 339 		
CF | > 		
CF | > X SPICES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell crack" 		
CF ] Kitchen 340 		
CF | > 		
CF | > SMELL CRACK 		
CF | 		
CF | It smells like the last thing someone tried to cook in here burned. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Kitchen 341 		
CF | > 		
CF | > G 		
CF | 		
CF | It smells like the last thing someone tried to cook in here burned. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get all" 		
CF ] Kitchen 341 		
CF | > 		
CF | > GET ALL 		
CF | 		
CF | There are none at all available! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Raiders' Fort 342 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Library 343 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Library 		
CF | Judging by the look of the place, you can only assume that this acts 		
CF | as a peculiar sort of library. You've never known raiders to be 		
CF | particularly learned, but you suppose someone must find these things 		
CF | valuable if they are still here. There are random stacks of books and 		
CF | papers scattered on every visible surface along with two chairs, a 		
CF | desk, and a window or two. A magnificent stone fireplace fills the 		
CF | room with a gentle radiance. 		
CF | 		
CF | The main chamber is to the south. 		
CF | 		
CF | There is a large black raven perched on a stand near the fireplace. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x books" 		
CF ] Library 344 		
CF | > 		
CF | > X BOOKS 		
CF | 		
CF | They range from thick to thin in size and vary in condition. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x perch" 		
CF ] Library 344 		
CF | > 		
CF | > X PERCH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search them" 		
CF ] Library 345 		
CF | > 		
CF | > SEARCH THEM 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x paperes" 		
CF ] Library 345 		
CF | > 		
CF | > X PAPERES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x papers" 		
CF ] Library 346 		
CF | > 		
CF | > X PAPERS 		
CF | 		
CF | Dozens of precariously stacked piles litter the room. (You desperately 		
CF | hope a brisk wind doesn't knock them over.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search them" 		
CF ] Library 347 		
CF | > 		
CF | > SEARCH THEM 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under desk" 		
CF ] Library 348 		
CF | > 		
CF | > LOOK UNDER DESK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chairs" 		
CF ] Library 349 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | The chairs are well-made, but they clearly don't belong to the same 		
CF | set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behind desk" 		
CF ] Library 349 		
CF | > 		
CF | > LOOK BEHIND DESK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stand" 		
CF ] Library 350 		
CF | > 		
CF | > X STAND 		
CF | 		
CF | A thin wooden pole with a horizontal extension near the top that at 		
CF | one time may have been used to hang tools or wet clothes up. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x extension" 		
CF ] Library 350 		
CF | > 		
CF | > X EXTENSION 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "topics" 		
CF ] Library 351 		
CF | > 		
CF | > TOPICS 		
CF | 		
CF | (the raven) 		
CF | You can ASK RAVEN ABOUT AUREL, PAPER, RAVEN, BOOKS, LIBRARY, RATS, 		
CF | RAIDERS, and READING 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask about raiders" 		
CF ] Library 351 		
CF | > 		
CF | > ASK ABOUT RAIDERS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about raiders" 		
CF ] Library 352 		
CF | > 		
CF | > ASK RAVEN ABOUT RAIDERS 		
CF | 		
CF | "Most of them are terribly unsophisticated, although there was one I 		
CF | quite enjoyed sitting with once upon a time. He used to read from a 		
CF | lovely little brown book... I wonder what happened to him." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask raven about brown book" 		
CF ] Library 353 		
CF | > 		
CF | > ASK RAVEN ABOUT BROWN BOOK 		
CF | 		
CF | "I'm afraid I wouldn't have much to say about that, little fox." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x little brown book" 		
CF ] Library 353 		
CF | > 		
CF | > X LITTLE BROWN BOOK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x brown book" 		
CF ] Library 353 		
CF | > 		
CF | > X BROWN BOOK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "I am quite puzzled where I could still have missed something."
		DavidW says, "It's gotta be the wooden door."
		DavidW says, "Somehow, we must get inside there."
		Knight_Otu says, "I mean, yeah, but even there, we must have missed some kind of key."
		DavidW says, "I think the room has a spare uniform, then we approach the raiders and somehow get a keyring, then enter the labyrinth. Is my guess."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Library 353 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some bread 		
CF | a wine bottle 		
CF | a lantern 		
CF | some cheese 		
CF | a pendant 		
CF | a translated paper 		
CF | a journal 		
CF | a crowbar 		
CF | a dagger 		
CF | a satchel (being worn, and open but empty) 		
CF | your astral gem (being worn) 		
CF | some bandages (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pendant" 		
CF ] Library 354 		
CF | > 		
CF | > X PENDANT 		
CF | 		
CF | A lovely necklace that glitters magnificently in the light. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Raiders' Fort 355 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		DavidW asks, "That pendant is also unexplained. What's the point of it?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Fort Entrance 356 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Clearing 357 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Clearing 		
CF | After walking for awhile, you come to a clearing at the edge of the 		
CF | forest where a large, intimidating structure towers over you. Several 		
CF | flags are perched on its walls, billowing in the wind, and a draw 		
CF | bridge suspended over a moat beckons you towards the entrance. A 		
CF | purple scent trail leads north. 		
CF | 		
CF | The entrance to the structure is north, and the forest is south. 		
CF | 		
CF | > 		DavidW asks, "Is it a bribe?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Forest 358 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Forest 		
CF | The massive trees tower over you like gnarled giants, but their colors 		
CF | are muted and grey now. Your nose is able to pick up on two scent 		
CF | trails that stretch before you: a purple trail leads north and a 		
CF | yellow trail leads south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Within the Forest 359 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Within the Forest 		
CF | The yellow wisp leads into a small clearing with a few rocks and 		
CF | snapped branches scattered about. The sound of running water fills 		
CF | your ears from somewhere off in the distance behind the battalions of 		
CF | trees, but you see no trace of it from your position. The yellow scent 		
CF | surrounds a large berry bush- likely what you were tracking. 		
CF | 		
CF | The area you awoke in is north of here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get berries" 		
CF ] Within the Forest 359 		
CF | > 		
CF | > GET BERRIES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "No more berries."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Within the Forest 360 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Within the Forest 361 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Within the Forest 362 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Forest 363 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Forest 		
CF | The massive trees tower over you like gnarled giants, but their colors 		
CF | are muted and grey now. Your nose is able to pick up on two scent 		
CF | trails that stretch before you: a purple trail leads north and a 		
CF | yellow trail leads south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Clearing 364 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Clearing 		
CF | After walking for awhile, you come to a clearing at the edge of the 		
CF | forest where a large, intimidating structure towers over you. Several 		
CF | flags are perched on its walls, billowing in the wind, and a draw 		
CF | bridge suspended over a moat beckons you towards the entrance. A 		
CF | purple scent trail leads north. 		
CF | 		
CF | The entrance to the structure is north, and the forest is south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Clearing 365 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Clearing 366 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "swim" 		
CF ] Clearing 366 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | What do you want to swim? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "moat" 		
CF ] Clearing 366 		
CF | > 		
CF | > MOAT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search moat" 		
CF ] Clearing 367 		
CF | > 		
CF | > SEARCH MOAT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "swim in moat" 		
CF ] Clearing 368 		
CF | > 		
CF | > SWIM IN MOAT 		
CF | 		
CF | Then again, perhaps swimming will make you less conspicuous in case 		
CF | there's a lookout. 		
CF | 		
CF | Just as you start into the water, a large splash followed by a deep 		
CF | growl startles you into jumping out, narrowly avoiding a set of teeth 		
CF | snapping at your leg. A massive alligator stares at you from the 		
CF | water's surface, rumbling, before it sinks back into the dark depths 		
CF | of the moat... Well, so much for that plan. 		
CF | > 		DavidW says, "okay, that's new."
		Knight_Otu says, "After while, crocodile."
Knight_Otu says (to ClubFloyd), "x bridge" 		
CF ] Clearing 369 		
CF | > 		
CF | > X BRIDGE 		
CF | 		
CF | A wooden bridge that can be dropped or raised over the moat most 		
CF | likely. 		
CF | 		
CF | > 		DavidW says, "I suppose we can't talk to the alligator since it leaves immediately."
Knight_Otu says (to ClubFloyd), "talk to alligator" 		
CF ] Clearing 369 		
CF | > 		
CF | > TALK TO ALLIGATOR 		
CF | 		
CF | You can't see one anywhere in the water. 		
CF | 		
CF | > 		Knight_Otu says, "Seems so."
		DavidW says, "oh. That's weird."
Knight_Otu says (to ClubFloyd), "put pendant in moat" 		
CF ] Clearing 370 		
CF | > 		
CF | > PUT PENDANT IN MOAT 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Clearing 370 		
CF | > 		
CF | > L 		
CF | 		
CF | Clearing 		
CF | After walking for awhile, you come to a clearing at the edge of the 		
CF | forest where a large, intimidating structure towers over you. Several 		
CF | flags are perched on its walls, billowing in the wind, and a draw 		
CF | bridge suspended over a moat beckons you towards the entrance. A 		
CF | purple scent trail leads north. 		
CF | 		
CF | The entrance to the structure is north, and the forest is south. 		
CF | 		
CF | > 		DavidW asks, "maybe there's a way to make the alligator stay?"
Knight_Otu says (to ClubFloyd), "swim in moat" 		
CF ] Clearing 371 		
CF | > 		
CF | > SWIM IN MOAT 		
CF | 		
CF | You are NOT trying that again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x flags" 		
CF ] Clearing 372 		
CF | > 		
CF | > X FLAGS 		
CF | 		
CF | You can't identify the colors, but you recognize the tattered sigil of 		
CF | the raiders on the fluttering cloth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] Clearing 372 		
CF | > 		
CF | > YELL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "howl" 		
CF ] Clearing 372 		
CF | > 		
CF | > HOWL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shout" 		
CF ] Clearing 372 		
CF | > 		
CF | > SHOUT 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		DavidW says, ">insult alligator's ancestors"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Fort Entrance 373 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Fort Entrance 		
CF | The fort looms over you like a dark shadow, effortlessly blotting out 		
CF | the sun with its mass... To the west of the entrance, you can see a 		
CF | small shack sitting quietly against the forest's backdrop. To the 		
CF | east, you see nothing but empty space, although you can hear the sound 		
CF | of horses whinnying every so often. The purple scent trail leads north 		
CF | into the structure through a gate. 		
CF | 		
CF | The clearing is south. 		
CF | 		
CF | A black gate bars the main entrance to the fort. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shack" 		
CF ] Fort Entrance 374 		
CF | > 		
CF | > X SHACK 		
CF | 		
CF | It looks like it might be a toolshed? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x forest" 		
CF ] Fort Entrance 374 		
CF | > 		
CF | > X FOREST 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gate" 		
CF ] Fort Entrance 375 		
CF | > 		
CF | > X GATE 		
CF | 		
CF | A large iron gate with a padlock on it. 		
CF | 		
CF | > 		DavidW says, "So annoying to be spinning our wheels like this."
Knight_Otu says (to ClubFloyd), "x padlock" 		
CF ] Fort Entrance 376 		
CF | > 		
CF | > X PADLOCK 		
CF | 		
CF | A sturdy lock with a keyhole shape cut into it. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry."
		DavidW asks, "Does this game have hints?"
Knight_Otu says (to ClubFloyd), "hints" 		
CF ] Fort Entrance 376 		
CF | > 		
CF | > HINTS 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hint" 		
CF ] Fort Entrance 376 		
CF | > 		
CF | > HINT 		
CF | 		
CF | Don't forget that you have different abilities as a fox than as a 		
CF | human. If you're stuck, try changing between your two forms to see if 		
CF | that yields new results. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Fort Entrance 376 		
CF | > 		
CF | > G 		
CF | 		
CF | Don't forget that you have different abilities as a fox than as a 		
CF | human. If you're stuck, try changing between your two forms to see if 		
CF | that yields new results. 		
CF | 		
CF | > 		Knight_Otu says, "Not really, no"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Raiders' Fort 377 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Raiders' Fort 		
CF | The interior of the fortress is even darker than the outside, both in 		
CF | color and aura, the latter of which feels like you are standing in the 		
CF | wreckage of a burning building. A chamber lit by candlelight stretches 		
CF | in to three corridors with different colored scent trails here. The 		
CF | weak green trail leads north, the purple trail leads east, and the 		
CF | yellow trail leads west. 		
CF | 		
CF | The fort entrance is south. 		
CF | 		
CF | A black gate stands behind you, leading back outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 378 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get hay" 		
CF ] Kitchen 379 		
CF | > 		
CF | > GET HAY 		
CF | 		
CF | You don't need any. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pot" 		
CF ] Kitchen 380 		
CF | > 		
CF | > GET POT 		
CF | 		
CF | You don't know what use you would have for a giant cooking pot right 		
CF | now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get crack" 		
CF ] Kitchen 381 		
CF | > 		
CF | > GET CRACK 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 382 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cellar 		
CF | Your cat-like eyes easily cut through the darkness to find a 		
CF | rudimentary cellar. The shelves are filled with bottles, all of them 		
CF | grey and varying in size with crude labels drawn on. The dusty air is 		
CF | speckled with yellow scent trails. The kitchen is to the south. 		
CF | 		
CF | You can see a chest off to one side. 		
CF | 		
CF | There are a few casks in the corner, and a wooden crate near the 		
CF | entrance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 383 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You stand in a dirty-looking kitchen with clouded windows aligning the 		
CF | front of the room and a set of cabinets near the floor, which is 		
CF | randomly dusted with hay. One wall forms a smoke-stained divot where a 		
CF | black pot hangs above an unlit pyre of wood, fenced in by random 		
CF | cooking utensils. To the north is a set of descending stairs. 		
CF | 		
CF | The main chamber is to the east. 		
CF | 		
CF | There is a crack in the western wall with tiny bits of hay scattered 		
CF | around it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put cheese in crack" 		
CF ] Kitchen 384 		
CF | > 		
CF | > PUT CHEESE IN CRACK 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smock pot" 		
CF ] Kitchen 384 		
CF | > 		
CF | > SMOCK POT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smoke pot" 		
CF ] Kitchen 384 		
CF | > 		
CF | > SMOKE POT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cheese" 		
CF ] Kitchen 385 		
CF | > 		
CF | > DROP CHEESE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Kitchen 385 		
CF | > 		
CF | > Z 		
CF | 		
CF | You can't laze around, you have to save Aurel! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get cheese" 		
CF ] Kitchen 386 		
CF | > 		
CF | > GET CHEESE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to crack" 		
CF ] Kitchen 386 		
CF | > 		
CF | > TALK TO CRACK 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in crack" 		
CF ] Kitchen 387 		
CF | > 		
CF | > LOOK IN CRACK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look through crack" 		
CF ] Kitchen 388 		
CF | > 		
CF | > LOOK THROUGH CRACK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		Knight_Otu says, "There appears to be a walkthrough pdf on the ifcomp site. I'm loathe to opn it in case it spoils too much, but maybe we should look at it to see what we may have missed."
		Knight_Otu says, "(spoils too much on the opening page, that is.)"
		DavidW asks, "Should I look at it or you?"
		Knight_Otu says, "I guess I'll look."
		Knight_Otu says, "If everyone is okay with it."
		DavidW says, "I think it's mostly just us two."
		DavidW asks, "Is Moy still here?"
		DavidW says, "Moy's been idle for an hour."
		Knight_Otu says, "Hm."
		Knight_Otu sighs
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Rat's Nest 389 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Rat's Nest 		
CF | Your sharp eyes gaze upon a dirt encrusted little cavern on the other 		
CF | side of the wall where a hefty mass of straw, hay, twine, and various 		
CF | other objects are all gathered into a soft nest at the center. 		
CF | 		
CF | There is a crack in the eastern wall that leads back to the kitchen. 		
CF | 		
CF | A brown rat stands on his haunches before the massive nest, staring 		
CF | back at you steadily. His tiny paws rub across his snout in a hurried 		
CF | effort to groom himself. 		
CF | > 		Knight_Otu says, "Hello there, direction that technically was mentioned but in a way that seemed blocked."
		DavidW says, "Wait what happened"
		Knight_Otu says, "You can go west from the kitchen."
		DavidW asks, "Did we walk through the crack?"
		DavidW says, "omg"
		Knight_Otu says, "Yes."
		DavidW says, "holy heckfire"
		DavidW says, "I guess talk to this furry fellow."
		DavidW says, "Also examine the mass of stuff for keys and whatnots."
		Knight_Otu says, "I do think we're approaching the three hour mark. While I could go on for a bit thanks to Daylight Savings, I am getting a bit tired."
Knight_Otu says (to ClubFloyd), "x mass" 		
CF ] Rat's Nest 389 		
CF | > 		
CF | > X MASS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mess" 		
CF ] Rat's Nest 389 		
CF | > 		
CF | > X MESS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "oh, we can stop here, sure."
Knight_Otu says (to ClubFloyd), "x nest" 		
CF ] Rat's Nest 389 		
CF | > 		
CF | > X NEST 		
CF | 		
CF | It's a massive fluffy ball of assorted trinkets all woven together. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Rat's Nest 390 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to rat" 		
CF ] Rat's Nest 390 		
CF | > 		
CF | > TALK TO RAT 		
CF | 		
CF | What do you want to ask them about? (ASK person ABOUT noun) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "topics" 		
CF ] Rat's Nest 391 		
CF | > 		
CF | > TOPICS 		
CF | 		
CF | (the rat) 		
CF | You can ASK RAT ABOUT AUREL, RAVEN, RAT, NEST, (things you might want 		
CF | to trade him), OTHER RATS, and BROTHER. 		
CF | 		
CF | > 		Knight_Otu says, "Right, topics."
		Knight_Otu says, "Let's talk about the obvious topics, then we can stop."
		DavidW says, "okay"
Knight_Otu says (to ClubFloyd), "ask rat about aurel" 		
CF ] Rat's Nest 392 		
CF | > 		
CF | > ASK RAT ABOUT AUREL 		
CF | 		
CF | He squints at you, "What on earth is an Aurel?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask rat about raven" 		
CF ] Rat's Nest 393 		
CF | > 		
CF | > ASK RAT ABOUT RAVEN 		
CF | 		
CF | He clicks his teeth, "Tsk! That old harpie thinks she's so special 		
CF | because she claims she can read- probably because she spends so much 		
CF | time in the paper room. Last time I saw her, she tried to eat me! What 		
CF | kind of 'lady' does that!?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask rat about nest" 		
CF ] Rat's Nest 394 		
CF | > 		
CF | > ASK RAT ABOUT NEST 		
CF | 		
CF | He looks back at the ball with a nearly boastful sentiment, "I've been 		
CF | making it for months! You wouldn't believe the kinds of things I've 		
CF | managed to swipe from these people. My brother used to share it with 		
CF | me, but I haven't seen him in weeks." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask rat about other rats" 		
CF ] Rat's Nest 395 		
CF | > 		
CF | > ASK RAT ABOUT OTHER RATS 		
CF | 		
CF | "There are tons around here! Hell, I've got a few cousins living out 		
CF | back, not to mention my brother lives here with me." 		
CF | 		
CF | > 		DavidW says, "yo bro is dead, dude"
Knight_Otu says (to ClubFloyd), "ask rat about other brother" 		
CF ] Rat's Nest 396 		
CF | > 		
CF | > ASK RAT ABOUT OTHER BROTHER 		
CF | 		
CF | "No idea what you're talking about. You got something to trade me or 		
CF | not?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask rat about brother" 		
CF ] Rat's Nest 397 		
CF | > 		
CF | > ASK RAT ABOUT BROTHER 		
CF | 		
CF | "Yeah, I've got a younger brother, but he went out a few weeks ago, 		
CF | and I haven't seen him since... Wonder what happened to him," he 		
CF | murmurs. 		
CF | 		
CF | > 		Knight_Otu says, "Oops"
Knight_Otu says (to ClubFloyd), "tell rat about dead rat" 		
CF ] Rat's Nest 398 		
CF | > 		
CF | > TELL RAT ABOUT DEAD RAT 		
CF | 		
CF | "No idea what you're talking about. You got something to trade me or 		
CF | not?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tell rat about mousetrap" 		
CF ] Rat's Nest 399 		
CF | > 		
CF | > TELL RAT ABOUT MOUSETRAP 		
CF | 		
CF | "No idea what you're talking about. You got something to trade me or 		
CF | not?" 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I guess we'll stop here."
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		DavidW says, "okay"
Knight_Otu says (to ClubFloyd), "cffindlightnest" 		
CF ] Rat's Nest 399 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "very good"
		DavidW says, "Thanks for finding the nest!"
		Knight_Otu says, "(ENTER CRACK should have totally worked, but I guess I'm guilty of that oversight as well.)"
		MoyTravis says, "Thanks for driving you guys."
		DavidW says, "hey Moy"
		MoyTravis says, "This is the kind of game I like less, haha."
		Knight_Otu says, "The nest was the first thing in the walkthrough that looked unfamiliar. I did see some trade items mentioned, but it was the obvious ones like the bread."
		DavidW says, "This sort of game is okay if one doesn't get stuckity-stuck."
Knight_Otu says (to ClubFloyd), "exits" 		
CF ] Rat's Nest 399 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "No exits command unfortunately. That would have helped finding the nest for sure."
		Knight_Otu exclaims, "Anyway, I'll log off for the night. Stay safe everyone!"
		MoyTravis exclaims, "Night!"
Knight_Otu goes home. 		DavidW says, "Thanks, everyone. This was an interesting session."
		



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ClubFloyd Transcript:
Unfortunate by Jess Elizabeth Reed
As played on ifMUD on November 14, 2021

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 Unfortunate written by Jess Elizabeth Reed. Unfortunate was released as part of the 2021 Interactive Fiction Competition, in which it took 61st 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 unfortunate" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | Another night, another social gathering that your brother, Clark, 		
CF | insisted you come along to. Forget the fact that none of his friends 		
CF | are your friends and that you'd rather spend your Saturday night 		
CF | practicing your fortune telling at home. But of course, that was how 		
CF | he'd got you this time..."You'll never get better at fortune 		
CF | telling if you only practice on Mom and on the roaming neighborhood 		
CF | cats. You have to get some real practice with unpredictable people to 		
CF | hone your skills. Blah blah blah..." 		
CF | 		
CF | Well he did have a point. And of course there was the whole 		
CF | Lux factor--Lux being Clark's ultra-cool, kinda-snotty friend who 		
CF | happened to be a pretty accomplished fortune teller themself. But 		
CF | something was off with them tonight. They hadn't done their 		
CF | traditional social fortune readings for all their friends like their 		
CF | typical house parties included, and when they caught wind that you 		
CF | were interested in getting some practice in, they totally flew off the 		
CF | handle. Maybe it really wouldn't have been a big deal, except you know 		
CF | you've got that ego problem that's always getting you into trouble. 		
CF | 		
CF | Before you knew it, Lux was challenging you to a wager: if you could 		
CF | give accurate readings to everyone at the party, then they would teach 		
CF | you what they know. But it you couldn't, then you'd be banned from 		
CF | doing readings at their house ever again. Somewhat stupidly perhaps, 		
CF | you accepted the challenge. 		
CF | 		
CF | Anyway, the time is now or never to show you're really committed to 		
CF | becoming a fortune teller. So what if you aren't naturally gifted in 		
CF | the seering arts. And okay, this stuff isn't exactly easy now is it? 		
CF | Sometimes the only way to be successful is to make your own luck... 		
CF | 		
CF | Are you using a screen reader? (Y/N)> 		Knight_Otu says, "(Also Foxrat sounds like a DND monster.)"
		DavidW asks, "Do we know if Perry is logging?"
		DavidW says, "I just started logging after the intro"
		Knight_Otu says, "He's on at least."
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 0/1 		
CF | Are you using a screen reader? (Y/N)> 		
CF | > N 		
CF | 		
CF | 		
CF | 		
CF | Unfortunate 		
CF | An Interactive Fiction by Jess Elizabeth Reed 		
CF | Release 1 / Serial number 211012 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Kitchen 0/2 		
CF | > 		
CF | > X ME 		
CF | 		
CF | As good-looking as ever. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Kitchen 0/3 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a messenger bag (being worn and open but empty) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bag" 		
CF ] Kitchen 0/4 		
CF | > 		
CF | > X BAG 		
CF | 		
CF | The buttery brown leather bag is the kind of thing you always dreamed 		
CF | of having when you were a kid--it makes you feel like a down and out 		
CF | journalist chasing your big break or some kind of serious but lowkey 		
CF | creative type. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Kitchen 0/5 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | That's already open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Kitchen 0/6 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | The messenger bag is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x appetizers" 		
CF ] Kitchen 0/7 		
CF | > 		
CF | > X APPETIZERS 		
CF | 		
CF | A veggie platter, hummus, chips, and dainty little kebabs. Lux is 		
CF | obviously really into hosting. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat kebab" 		
CF ] Kitchen 0/7 		
CF | > 		
CF | > EAT KEBAB 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lux" 		
CF ] Kitchen 0/8 		
CF | > 		
CF | > X LUX 		
CF | 		
CF | Lux is almost annoyingly attractive. They're wearing high-waisted 		
CF | linen shorts with a fitted cropped tank and a button up shirt open 		
CF | over top. They're tall, tan, and dripping with disdain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cart" 		
CF ] Kitchen 0/9 		
CF | > 		
CF | > X CART 		
CF | 		
CF | The coffee cart is about hip-height and fairly narrow. It houses a few 		
CF | different roasts of coffee beans and a selection of tea bags displayed 		
CF | in a shallow glass dish. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x oven" 		
CF ] Kitchen 0/10 		
CF | > 		
CF | > X OVEN 		
CF | 		
CF | The stainless steel stove looks like one of the newer appliances in 		
CF | the kitchen. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bin" 		
CF ] Kitchen 0/10 		
CF | > 		
CF | > X BIN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trashcan" 		
CF ] Kitchen 0/11 		
CF | > 		
CF | > X TRASHCAN 		
CF | 		
CF | A trash receptacle. You know, for putting trash in. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Kitchen 0/12 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | The trashcan is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x counter" 		
CF ] Kitchen 0/12 		
CF | > 		
CF | > X COUNTER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x counters" 		
CF ] Kitchen 0/13 		
CF | > 		
CF | > X COUNTERS 		
CF | 		
CF | The splotchy grey plastic laminate counters are clean and mostly clear 		
CF | of clutter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x island" 		
CF ] Kitchen 0/14 		
CF | > 		
CF | > X ISLAND 		
CF | 		
CF | The island is made up of two different prep tables that are pushed 		
CF | together in the middle. The surface is totally covered in appetizers 		
CF | right now. 		
CF | 		
CF | > 		DavidW asks, "Anything I missed?"
		Roger says, "trapped on a desserted kitchen isle"
		MoyTravis asks, "The other folks?"
		DavidW says, "We're not trapped."
		MoyTravis asks, "(Ramona, Irene)?"
		DavidW says, "I assume everyone is in a different room."
		MoyTravis says, "Aren't they...wait. Hold on."
		Knight_Otu says, "Ramona and Irene sound like they're here."
DavidW says (to ClubFloyd), "l" 		
CF ] Kitchen 0/15 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		MoyTravis says, "They're here, probably."
DavidW says (to ClubFloyd), "x ramona" 		
CF ] Kitchen 0/16 		
CF | > 		
CF | > X RAMONA 		
CF | 		
CF | Ramona has on a long cotton dress that buttons all the way up from hem 		
CF | to collar. Her long orange hair hangs like a cloud on the field of her 		
CF | freckled shoulders. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x irene" 		
CF ] Kitchen 0/17 		
CF | > 		
CF | > X IRENE 		
CF | 		
CF | Everything about Irene's appearance is sharp, from the steely look in 		
CF | her grey-green eyes to the tips of her pointed toe loafers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x closet" 		
CF ] Kitchen 0/17 		
CF | > 		
CF | > X CLOSET 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 0/18 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open closet" 		
CF ] Utility Closet 0/18 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | 		
CF | Utility Closet 		
CF | There's just enough space for you to stand in the utility closet. A 		
CF | stacked washer-dryer occupies the space to the right of the door. Some 		
CF | cleaning supplies are leaned up against the far corner of the room. 		
CF | 		
CF | You can see cleaning supplies here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x supplies" 		
CF ] Utility Closet 0/19 		
CF | > 		
CF | > X SUPPLIES 		
CF | 		
CF | A mop and bucket. A broom and dustpan. Nothing out of the ordinary. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x washer" 		
CF ] Utility Closet 0/20 		
CF | > 		
CF | > X WASHER 		
CF | 		
CF | Having an in-unit washer-dryer must be nice. Although, these 		
CF | particular machines are clearly very old. You can see a load of 		
CF | laundry through the window of the dryer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x laundry" 		
CF ] Utility Closet 0/20 		
CF | > 		
CF | > X LAUNDRY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open dryer" 		
CF ] Utility Closet 0/21 		
CF | > 		
CF | > OPEN DRYER 		
CF | 		
CF | You open Washer-dryer, revealing clean laundry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x laundry" 		
CF ] Utility Closet 0/22 		
CF | > 		
CF | > X LAUNDRY 		
CF | 		
CF | Freshly laundered and still a touch warm. A pretty green dress stands 		
CF | out from the bundle of garments. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x green dress" 		
CF ] Utility Closet 0/23 		
CF | > 		
CF | > X GREEN DRESS 		
CF | 		
CF | A shift dress with spaghetti straps and an open back. It's regally 		
CF | green. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Utility Closet 0/24 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		MoyTravis asks, "We should maybe talk to people?"
		MoyTravis asks, "Instad of going through their laundry?"
		DavidW says, "oh, well drive, then. I'm not the best with NPCs."
		MoyTravis says, "uuuuuuuuuh okay"
MoyTravis says (to ClubFloyd), "talk to ramona" 		
CF ] Utility Closet 0/24 		
CF | > 		
CF | > TALK TO RAMONA 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "l" 		
CF ] Utility Closet 0/25 		
CF | > 		
CF | > L 		
CF | 		
CF | Utility Closet 		
CF | There's just enough space for you to stand in the utility closet. A 		
CF | stacked washer-dryer occupies the space to the right of the door. Some 		
CF | cleaning supplies are leaned up against the far corner of the room. 		
CF | 		
CF | You can see cleaning supplies here. 		
CF | 		
CF | > 		DavidW says, "well, if you hate the idea, I can do it."
MoyTravis says (to ClubFloyd), "exit" 		
CF ] Kitchen 0/26 		
CF | > 		
CF | > EXIT 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		MoyTravis says, "nah it's fine"
MoyTravis says (to ClubFloyd), "talk to ramona" 		
CF ] Kitchen 0/27 		
CF | > 		
CF | > TALK TO RAMONA 		
CF | 		
CF | Ramona: Oh, hey...Need something? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		MoyTravis asks, "Should I just pick stuff?"
		DavidW says, "I'd avoid telling fortunes just yet. We don't have an edge."
		DavidW says, "but otherwise, sure, feel 'em out."
		Knight_Otu says, "Agreed."
MoyTravis says (to ClubFloyd), "1" 		
CF ] Kitchen 0/27 		
CF | > 		
CF | > 1 		
CF | 		
CF | Having a good time? 		
CF | 		
CF | Ramona: So far. The night is really just getting started. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "2" 		
CF ] Kitchen 0/27 		
CF | > 		
CF | > 2 		
CF | 		
CF | So...What do you do? 		
CF | 		
CF | Ramona: I work at this great indie bookstore just a few blocks from 		
CF | here actually. You should check it out sometime! 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "4" 		
CF ] Kitchen 0/27 		
CF | > 		
CF | > 4 		
CF | 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk to ramona" 		
CF ] Kitchen 0/28 		
CF | > 		
CF | > TALK TO RAMONA 		
CF | 		
CF | Ramona: Oh, hey...Need something? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		MoyTravis says, "Oh, so the convo options are fixed, looks like."
MoyTravis says (to ClubFloyd), "4" 		
CF ] Kitchen 0/28 		
CF | > 		
CF | > 4 		
CF | 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		Knight_Otu says, "Seems so."
MoyTravis says (to ClubFloyd), "talk to irene" 		
CF ] Kitchen 0/29 		
CF | > 		
CF | > TALK TO IRENE 		
CF | 		
CF | Irene: What's your deal? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "1" 		
CF ] Kitchen 0/29 		
CF | > 		
CF | > 1 		
CF | 		
CF | Having a good time? 		
CF | 		
CF | Irene: Don't try to act all friendly. You put Lux in a foul mood. 		
CF | 		
CF | > 		DavidW asks, "hmm it may change later?"
		MoyTravis says, "...uuuuuh, ok. Interesting reaction there, Irene."
MoyTravis says (to ClubFloyd), "2" 		
CF ] Kitchen 0/29 		
CF | > 		
CF | > 2 		
CF | 		
CF | So...What do you do? 		
CF | 		
CF | Irene: I'm in advertising. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "4" 		
CF ] Kitchen 0/29 		
CF | > 		
CF | > 4 		
CF | 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk to lux" 		
CF ] Kitchen 0/30 		
CF | > 		
CF | > TALK TO LUX 		
CF | 		
CF | Lux: What could you possibly want right now? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "4" 		
CF ] Kitchen 0/30 		
CF | > 		
CF | > 4 		
CF | 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		DavidW says, "gosh, very fixed convo choices"
		MoyTravis says, "No kidding."
MoyTravis says (to ClubFloyd), "e" 		
CF ] Backyard 0/31 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "w" 		
CF ] Kitchen 0/32 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "s" 		
CF ] Hall 0/33 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "w" 		
CF ] Bathroom 0/34 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Bathroom 		
CF | The bathroom has light pink tile and the walls are painted a forest 		
CF | green. A standard toilet and sink are next to each other on the south 		
CF | wall and a shower tub is set into the opposite wall. A simple white 		
CF | shower curtain is pulled closed across the tub. 		
CF | 		
CF | A door to the EAST leads back out to the hall. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Hall 0/35 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "s" 		
CF ] Dining Room 0/36 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		DavidW says, "you're goinmg too fast for me to map"
		MoyTravis says, "Oh sorry"
		MoyTravis says, "At least it seems pretty small."
		MoyTravis says, "Tell me when."
		DavidW says, "hopefully it's small. It should be just the one house."
MoyTravis says (to ClubFloyd), "e" 		
CF ] Bedroom 0/37 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		MoyTravis says, "Okay I'm gonna go back and talk to folks, I guess."
MoyTravis says (to ClubFloyd), "w" 		
CF ] Dining Room 0/38 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "s" 		
CF ] Living Room 0/39 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		MoyTravis asks, "I thiiiink that's every room?"
MoyTravis says (to ClubFloyd), "talk to julio" 		
CF ] Living Room 0/40 		
CF | > 		
CF | > TALK TO JULIO 		
CF | 		
CF | Julio: Hmmm...Oh! You startled me. 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "1" 		
CF ] Living Room 0/40 		
CF | > 		
CF | > 1 		
CF | 		
CF | Having a good time? 		
CF | 		
CF | Julio: I feel like I'm not being a very good guest, but I can't stay 		
CF | off Bitter on my phone. Maybe I should see where Ramona got off to. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "2" 		
CF ] Living Room 0/40 		
CF | > 		
CF | > 2 		
CF | 		
CF | So...What do you do? 		
CF | 		
CF | Julio: I'm a comic artist. Maybe you've seen some of my stuff? I'm not 		
CF | that big on Bitter, but my posts have gotten a little attention 		
CF | lately... 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "4" 		
CF ] Living Room 0/40 		
CF | > 		
CF | > 4 		
CF | 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "tell julio about ramona" 		
CF ] Living Room 0/40 		
CF | > 		
CF | > TELL JULIO ABOUT RAMONA 		
CF | 		
CF | Try typing "Talk to (person)" 		
CF | 		
CF | > 		MoyTravis says, "Hmm, okay, so it all goes through talk to."
MoyTravis says (to ClubFloyd), "n" 		
CF ] Dining Room 0/41 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
MoyTravis says (to ClubFloyd), "n" 		
CF ] Hall 0/42 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "n" 		
CF ] Kitchen 0/43 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "e" 		
CF ] Backyard 0/44 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk to moses" 		
CF ] Backyard 0/45 		
CF | > 		
CF | > TALK TO MOSES 		
CF | 		
CF | Moses: Hi... 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "1" 		
CF ] Backyard 0/45 		
CF | > 		
CF | > 1 		
CF | 		
CF | Having a good time? 		
CF | 		
CF | Moses: I would be, except...just...nevermind. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "2" 		
CF ] Backyard 0/45 		
CF | > 		
CF | > 2 		
CF | 		
CF | So...What do you do? 		
CF | 		
CF | Moses: I work with your brother. Didn't you know that already? 		
CF | 		
CF | > 		MoyTravis asks, "Wait we have a brother?"
		DavidW says, "we do now"
		MoyTravis says, "Welp."
MoyTravis says (to ClubFloyd), "4" 		
CF ] Backyard 0/45 		
CF | > 		
CF | > 4 		
CF | 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk to kendra" 		
CF ] Backyard 0/46 		
CF | > 		
CF | > TALK TO KENDRA 		
CF | 		
CF | Kendra: Hi! What's up? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "1" 		
CF ] Backyard 0/46 		
CF | > 		
CF | > 1 		
CF | 		
CF | Having a good time? 		
CF | 		
CF | Kendra: I guess so. I don't know. Sometimes these parties with the 		
CF | same old people get a bit boring. I wish something new would happen. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "2" 		
CF ] Backyard 0/46 		
CF | > 		
CF | > 2 		
CF | 		
CF | So...What do you do? 		
CF | 		
CF | Kendra: I'm a barista! I'm kind of surprised Clark hasn't brought you 		
CF | around the shop during one of my shifts. Guess he wants to save all 		
CF | the free espresso for himself. 		
CF | 		
CF | > 		MoyTravis asks, "Clark is our brother ain't he?"
MoyTravis says (to ClubFloyd), "4" 		
CF ] Backyard 0/46 		
CF | > 		
CF | > 4 		
CF | 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "talk to clark" 		
CF ] Backyard 0/47 		
CF | > 		
CF | > TALK TO CLARK 		
CF | 		
CF | Clark: Hey there. Getting along okay? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		Knight_Otu says, "Cla...right."
MoyTravis says (to ClubFloyd), "1" 		
CF ] Backyard 0/47 		
CF | > 		
CF | > 1 		
CF | 		
CF | Having a good time? 		
CF | 		
CF | Clark: Good a time as ever I suppose. You know how I get at parties. 		
CF | It's just so hard to feel at ease talking with everyone without a 		
CF | drink. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "2" 		
CF ] Backyard 0/47 		
CF | > 		
CF | > 2 		
CF | 		
CF | So...What do you do? 		
CF | 		
CF | Clark: Wow, you're so hilarious. Pretending like you don't know your 		
CF | poor brother has to get up everyday and go to his excruciatingly dull 		
CF | office job. 		
CF | 		
CF | > 		MoyTravis asks, "Okay should I ask clark if we can read his fortune?"
		Knight_Otu says, "We can try it."
		DavidW says, "I think he needs an espresso"
		MoyTravis asks, "I...was thinking a different kind of drink?"
MoyTravis says (to ClubFloyd), "3" 		
CF ] Backyard 0/47 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Clark: Of course! Don't worry what Lux has to say about your ability. 		
CF | They can be a bit stand-offish, but they have a good heart. And 		
CF | you--you can get better at anything you put your mind to. 		
CF | 		
CF | You take Clark's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: but you can't make anything 		
CF | out... 		
CF | Which fortune will you give Clark? 		
CF | 		
CF | 1 - Indecision will put a strain on your friendships. 		
CF | 2 - Being open about yourself will lead to a relationship 		
CF | you never expected. 		
CF | 3 - Overindulgence in your vices will lead to discomfort 		
CF | and embrassment. 		
CF | 		
CF | > 		Knight_Otu says, "My reading was that he wants some alcohol, yeah."
		DavidW says, "we might as well see what happens"
		MoyTravis says, "Oooooooooh okay. SO. I say 3."
		DavidW says, "yes, 3"
		MoyTravis says, "Because that sounds hilarious."
MoyTravis says (to ClubFloyd), "3" 		
CF ] Backyard 0/47 		
CF | > 		
CF | > 3 		
CF | 		
CF | Overindulgence in your vices will lead to discomfort and 		
CF | embrassment. 		
CF | 		
CF | Clark: Me? Vices? 		
CF | 		
CF | You record the fortune you gave Clark in your notebook (type "check 		
CF | notebook" to see). 		
CF | 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "touch chair" 		
CF ] Backyard 0/47 		
CF | > 		
CF | > TOUCH CHAIR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis says, "Hmm should I save before I go 'round giving everybody fortunes? Though we're basically one step away from the start state."
Knight_Otu says (to ClubFloyd), "touch wicker chair" 		
CF ] Backyard 0/48 		
CF | > 		
CF | > TOUCH WICKER CHAIR 		
CF | 		
CF | You feel nothing unexpected. 		
CF | 		
CF | > 		DavidW says, "So now you just have to give your brother an espresso that makes him vomit."
MoyTravis says (to ClubFloyd), "talk to kendra" 		
CF ] Backyard 0/49 		
CF | > 		
CF | > TALK TO KENDRA 		
CF | 		
CF | Kendra: Hi! What's up? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "3" 		
CF ] Backyard 0/49 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Kendra: Sure thing. I heard about your wager with Lux. I love them, 		
CF | but there's nothing wrong with being a little nontraditional. 		
CF | Especially when it comes to something like fortune telling. 		
CF | 		
CF | You take Kendra's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: but you can't make anything 		
CF | out... 		
CF | Which fortune will you give Kendra? 		
CF | 		
CF | 1 - Pushing your friends too hard will cause conflict. 		
CF | 2 - A close friendship can turn into something more if you 		
CF | let it. 		
CF | 3 - Putting more effort into socializing with others could 		
CF | be the start of a beautiful friendship. 		
CF | 		
CF | > 		DavidW says, "I wonder how we're supposed to figure out how to do fortunes without more info on these people. There must be hints scattered in the things in the house."
		Knight_Otu says, "It kind of feels like we're missing a step, yeah."
		DavidW says, "I really wouldn't have jumped to conversation like this myself."
		MoyTravis asks, "Yeah. But it's also annoying that we don't know what the fortune options are before we actually talk to them?"
MoyTravis says (to ClubFloyd), "undo" 		
CF ] Backyard 0/49 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Backyard 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "undo" 		
CF ] Backyard 0/48 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Backyard 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "undo" 		
CF ] Backyard 0/47 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Backyard 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "l" 		
CF ] Backyard 0/48 		
CF | > 		
CF | > L 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "check notebook" 		
CF ] Backyard 0/49 		
CF | > 		
CF | > CHECK NOTEBOOK 		
CF | 		
CF | 		
CF | 		
CF | PREDICTIONS 		
CF | 		
CF | Lux - (nothing recorded) 		
CF | Clark - Overindulgence in your vices will lead to discomfort 		
CF | and embrassment. 		
CF | Kendra - (nothing recorded) 		
CF | Irene - (nothing recorded) 		
CF | Ramona - (nothing recorded) 		
CF | Julio - (nothing recorded) 		
CF | Moses - (nothing recorded) 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "huh I don't know how the undo stack works" 		
CF ] Backyard 0/49 		
CF | > 		
CF | > HUH I DON'T KNOW HOW THE UNDO STACK WORKS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		MoyTravis says, "huh I don't know how the undo stack works"
		MoyTravis asks, "Anyways you wanna shuffle through Lux's drawers David?"
		DavidW says, "There were papers and a bulletin board in the living room, I think"
MoyTravis says (to ClubFloyd), "w" 		
CF ] Kitchen 0/50 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "s" 		
CF ] Hall 0/51 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "s" 		
CF ] Dining Room 0/52 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "x board" 		
CF ] Dining Room 0/53 		
CF | > 		
CF | > X BOARD 		
CF | 		
CF | The bulletin board is covered with little notes, most of which don't 		
CF | make much sense out of context. Some seem to be addresses and phone 		
CF | numbers while others are messily scrawled ideas or references like 		
CF | "hamster with butterfly wings" and "don't forget the rat in 215"... 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "x paper" 		
CF ] Dining Room 0/53 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "x papers" 		
CF ] Dining Room 0/54 		
CF | > 		
CF | > X PAPERS 		
CF | 		
CF | It looks like Lux needs a better filing system. The organization of 		
CF | the papers doesn't seem to have any rhyme or reason... 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "x desk" 		
CF ] Dining Room 0/55 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | A standard desk with plenty of space to spread out--a feature that has 		
CF | evidently been taking advantage of to the fullest extent. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "x monitors" 		
CF ] Dining Room 0/56 		
CF | > 		
CF | > X MONITORS 		
CF | 		
CF | The monitors sit side-by-side, one vertical and one horizantal. They 		
CF | share a screen saver from an anime that you haven't seen before. 		
CF | 		
CF | The monitors is currently switched off. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "turn on monitors" 		
CF ] Dining Room 0/57 		
CF | > 		
CF | > TURN ON MONITORS 		
CF | 		
CF | You switch the monitors on. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "x monitors" 		
CF ] Dining Room 0/58 		
CF | > 		
CF | > X MONITORS 		
CF | 		
CF | The monitors sit side-by-side, one vertical and one horizantal. They 		
CF | share a screen saver from an anime that you haven't seen before. 		
CF | 		
CF | The monitors is currently switched on. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "x player" 		
CF ] Dining Room 0/59 		
CF | > 		
CF | > X PLAYER 		
CF | 		
CF | The record player is actually old as opposed to those kinds that are 		
CF | manufactured to look old. It's even got one of those big horns and 		
CF | everything. Beneath the turn table is a cabinet where all of the 		
CF | records are kept. 		
CF | 		
CF | The record player is currently switched on. 		
CF | 		
CF | > 		Knight_Otu asks, "How can we see the screen savers of switched-off monitors?"
		Knight_Otu asks, "Is that a seer power?"
		MoyTravis says, "Hah."
		MoyTravis says, "Seems so."
MoyTravis says (to ClubFloyd), "x cabinet" 		
CF ] Dining Room 0/60 		
CF | > 		
CF | > X CABINET 		
CF | 		
CF | The record cabinet sits just under the record player itself. A 		
CF | tear-shaped gold handle hangs at the top right corner of the cabinet 		
CF | door. The cabinet is currently closed. 		
CF | 		
CF | > 		
MoyTravis says (to ClubFloyd), "open cabinet" 		
CF ] Dining Room 0/61 		
CF | > 		
CF | > OPEN CABINET 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		MoyTravis says, "welp"
		DavidW says, "I want the key to that cabinet."
Knight_Otu says (to ClubFloyd), "x handle" 		
CF ] Dining Room 0/61 		
CF | > 		
CF | > X HANDLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "Check out the jewelry box in the bedroom."
		MoyTravis asks, "You wanna drive David?"
		DavidW says, "okayh"
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room 0/62 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Living Room 0/63 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room 0/64 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Bedroom 0/65 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x box" 		
CF ] Bedroom 0/66 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | The jewelry box is about 8 inches tall and features two small doors on 		
CF | the front with ballerinas painted delicately in gold. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Bedroom 0/67 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Bedroom 0/68 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | A mirror covers the surface of the door. Your reflection stares back 		
CF | at you. Have you always looked this tired? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Bedroom 0/69 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open closet" 		
CF ] Closet 0/69 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | You slide the mirrored door open and slip into the closet, shifting 		
CF | the door closed again behind you. 		
CF | 		
CF | Closet 		
CF | Despite the relatively large size of the closet, it is completely 		
CF | packed with clothing hanging on the rack, sweaters on the upper 		
CF | shelves, and a disorienting amount of shoes line up neatly on the 		
CF | floor. There's also a large cardboard box in the corner. Keeping your 		
CF | footing is no easy task and your mobility in here is limited. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x box" 		
CF ] Closet 0/70 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | It's a sturdy cardboard box that hits you at mid-calf. A matching lid 		
CF | is settled on top. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Closet 0/71 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the cardboard box, revealing a Dinah Washington record. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x record" 		
CF ] Closet 0/72 		
CF | > 		
CF | > X RECORD 		
CF | 		
CF | A vinyl record of Dinah Washington songs. It's tucked away in a thin 		
CF | layer of parchment paper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x record" 		
CF ] Closet 0/73 		
CF | > 		
CF | > X RECORD 		
CF | 		
CF | A vinyl record of Dinah Washington songs. It's tucked away in a thin 		
CF | layer of parchment paper. 		
CF | 		
CF | > 		MoyTravis says, "sorry, who's that"
		DavidW says, "I don't know."
		DavidW says, "I'm not sure what this means. We could play it on the player, I suppose."
DavidW says (to ClubFloyd), "l" 		
CF ] Closet 0/74 		
CF | > 		
CF | > L 		
CF | 		
CF | Closet 		
CF | Despite the relatively large size of the closet, it is completely 		
CF | packed with clothing hanging on the rack, sweaters on the upper 		
CF | shelves, and a disorienting amount of shoes line up neatly on the 		
CF | floor. There's also a large cardboard box in the corner. Keeping your 		
CF | footing is no easy task and your mobility in here is limited. 		
CF | 		
CF | > 		MoyTravis says, "Oh it's...apparently from the 1950s? Wikipedia first line: Dinah Washington was an American singer and pianist, who has been cited as "the most popular black female recording artist of the 1950s songs"."
DavidW says (to ClubFloyd), "x shoes" 		
CF ] Closet 0/75 		
CF | > 		
CF | > X SHOES 		
CF | 		
CF | Seriously, who needs this much clothing. You don't know whether to be 		
CF | impressed or disturbed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sweaters" 		
CF ] Closet 0/76 		
CF | > 		
CF | > X SWEATERS 		
CF | 		
CF | Seriously, who needs this much clothing. You don't know whether to be 		
CF | impressed or disturbed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move box" 		
CF ] Closet 0/77 		
CF | > 		
CF | > MOVE BOX 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		DavidW says, "I suppose playing this record might change someone's behaviour and fulfil a fortune."
		Knight_Otu says, "Possibly."
DavidW says (to ClubFloyd), "take record" 		
CF ] Closet 0/78 		
CF | > 		
CF | > TAKE RECORD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Bedroom 0/79 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under bed" 		
CF ] Bedroom 0/80 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF ] Bedroom 0/81 		
CF | > 		
CF | > X BED 		
CF | 		
CF | While the bed sits on a cheap metal frame, the sheets and comforter 		
CF | look like they're pretty high quality. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sheets" 		
CF ] Bedroom 0/82 		
CF | > 		
CF | > X SHEETS 		
CF | 		
CF | Creamy cotton sheets poke out from the top of the comforter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x comfoter" 		
CF ] Bedroom 0/82 		
CF | > 		
CF | > X COMFOTER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x comforter" 		
CF ] Bedroom 0/83 		
CF | > 		
CF | > X COMFORTER 		
CF | 		
CF | Fluffy and purple isn't really your style, but the comforter sure 		
CF | looks...well...comfortable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pillows" 		
CF ] Bedroom 0/84 		
CF | > 		
CF | > X PILLOWS 		
CF | 		
CF | The pillows are neatly fluffed and are each covered in a clay-colored 		
CF | pillow case. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search pillows" 		
CF ] Bedroom 0/85 		
CF | > 		
CF | > SEARCH PILLOWS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Bedroom 0/86 		
CF | > 		
CF | > L 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ribbon" 		
CF ] Bedroom 0/87 		
CF | > 		
CF | > X RIBBON 		
CF | 		
CF | A pretty red velvet ribbon. Perfect for tying back hair or tying 		
CF | something together. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ribbon" 		
CF ] Bedroom 0/88 		
CF | > 		
CF | > TAKE RIBBON 		
CF | 		
CF | You pick up the ribbon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dresser" 		
CF ] Bedroom 0/89 		
CF | > 		
CF | > X DRESSER 		
CF | 		
CF | (the dresser) 		
CF | The dresser seems to be hand-painted, but not very well--Bits of paint 		
CF | are missing from a few of the knobs and edges, revealing a natural 		
CF | birch wood underneath the dark brown paint. A jewelry box and a ribbon 		
CF | sit on top of the dresser. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open dresser" 		
CF ] Bedroom 0/90 		
CF | > 		
CF | > OPEN DRESSER 		
CF | 		
CF | (the dresser) 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under it" 		
CF ] Bedroom 0/91 		
CF | > 		
CF | > LOOK UNDER IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Bedroom 0/91 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dining Room 0/92 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x vase" 		
CF ] Dining Room 0/93 		
CF | > 		
CF | > X VASE 		
CF | 		
CF | The vase has a stout base that narrows into a curved lip at the top. 		
CF | It looks much too expensive for the table it's on. A bouquet of wild 		
CF | flowers stretch out from the top of the vase. 		
CF | 		
CF | In the vase is a flowers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x flowers" 		
CF ] Dining Room 0/94 		
CF | > 		
CF | > X FLOWERS 		
CF | 		
CF | A vibrant selection of wild flowers that appear to be freshly picked. 		
CF | You aren't sure exactly what types of flowers these are, but they look 		
CF | lovely. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell flowers" 		
CF ] Dining Room 0/95 		
CF | > 		
CF | > SMELL FLOWERS 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Dining Room 0/96 		
CF | > 		
CF | > L 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "liarwn" 		
CF ] Dining Room 0/96 		
CF | > 		
CF | > LIARWN 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Dining Room 0/97 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cart" 		
CF ] Dining Room 0/98 		
CF | > 		
CF | > X CART 		
CF | 		
CF | A 2-tier bar cart with a meddley of neatly arranged wine and liquor 		
CF | bottles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "mix drink" 		
CF ] Dining Room 0/98 		
CF | > 		
CF | > MIX DRINK 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take glass" 		
CF ] Dining Room 0/98 		
CF | > 		
CF | > TAKE GLASS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Dining Room 0/99 		
CF | > 		
CF | > L 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen to player" 		
CF ] Dining Room 0/100 		
CF | > 		
CF | > LISTEN TO PLAYER 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put record on player" 		
CF ] Dining Room 0/101 		
CF | > 		
CF | > PUT RECORD ON PLAYER 		
CF | 		
CF | (the Dinah Washington record on the record player) 		
CF | Putting things on the record player would achieve nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play record" 		
CF ] Dining Room 0/101 		
CF | > 		
CF | > PLAY RECORD 		
CF | 		
CF | You should probably focus on reading everyone's fortune before trying 		
CF | that. 		
CF | 		
CF | > 		MoyTravis says, "...uh. huh."
		DavidW asks, "I suspect the ribbon is for Ramona?"
		Knight_Otu says, "Maybe."
		MoyTravis says, "Well we can't know until we try to read their fortunes."
		DavidW says, "yeah, we might have to read everyone's fortunes to open up a stage two of the game where we force them to become true."
		MoyTravis exclaims, "I think that what the game wants us to do is read fortunes first, fulfill later? which seems awkward!"
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room 0/102 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		MoyTravis asks, "Yeah, but my sort of expectation would be that you'd learn about them and then have to puzzle out which fortunes are plausible, but I guess you can pick any of them and it'll work fine?"
DavidW says (to ClubFloyd), "x art" 		
CF ] Living Room 0/103 		
CF | > 		
CF | > X ART 		
CF | 		
CF | The walls of the living room are adorned with art prints, photos, and 		
CF | drawings. Some are framed while others are simply tacked to the wall. 		
CF | The effect is aesthetically pleasing, if a bit claustrophobic-feeling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tv" 		
CF ] Living Room 0/104 		
CF | > 		
CF | > X TV 		
CF | 		
CF | On closer inspection, it looks like the TV stand is actually an old 		
CF | desk that has been co-opted to a new purpose. A chunky television sits 		
CF | on the desk's surface. There's a retro game console sitting on the 		
CF | floor underneath the desk, and wires run up from behind it to connect 		
CF | to the television. Three drawers run down the right-hand side of the 		
CF | desk, the upper top drawer, the middle drawer, and the bottom drawer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x console" 		
CF ] Living Room 0/105 		
CF | > 		
CF | > X CONSOLE 		
CF | 		
CF | It's an old SuperBoy46. You used to have one growing up, but it's been 		
CF | years since you played. 		
CF | 		
CF | The retro console is currently switched off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open upper top" 		
CF ] Living Room 0/105 		
CF | > 		
CF | > OPEN UPPER TOP 		
CF | 		
CF | I only understood you as far as wanting to open the upper drawer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open upper" 		
CF ] Living Room 0/106 		
CF | > 		
CF | > OPEN UPPER 		
CF | 		
CF | You open the upper drawer, revealing a silver key. 		
CF | 		
CF | > 		Knight_Otu asks, "Upper top drawer?"
DavidW says (to ClubFloyd), "take key" 		
CF ] Living Room 0/107 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | You pick up the silver key and put it in your pocket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open middle" 		
CF ] Living Room 0/108 		
CF | > 		
CF | > OPEN MIDDLE 		
CF | 		
CF | You open middle drawer, revealing a sewing kit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sewing kit" 		
CF ] Living Room 0/109 		
CF | > 		
CF | > X SEWING KIT 		
CF | 		
CF | A portable sewing kit encased in plastic. It has all your basic sewing 		
CF | necessities like a needle, some thread, and those tiny little 		
CF | scissors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take scissors" 		
CF ] Living Room 0/109 		
CF | > 		
CF | > TAKE SCISSORS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take kit" 		
CF ] Living Room 0/110 		
CF | > 		
CF | > TAKE KIT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open bottom drawer" 		
CF ] Living Room 0/111 		
CF | > 		
CF | > OPEN BOTTOM DRAWER 		
CF | 		
CF | You open lower drawer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Living Room 0/112 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | Lower drawer is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close all drawer" 		
CF ] Living Room 0/112 		
CF | > 		
CF | > CLOSE ALL DRAWER 		
CF | 		
CF | You can't use multiple objects with that verb. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close upper" 		
CF ] Living Room 0/113 		
CF | > 		
CF | > CLOSE UPPER 		
CF | 		
CF | You close the upper drawer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close middle" 		
CF ] Living Room 0/114 		
CF | > 		
CF | > CLOSE MIDDLE 		
CF | 		
CF | You close middle drawer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close lower" 		
CF ] Living Room 0/115 		
CF | > 		
CF | > CLOSE LOWER 		
CF | 		
CF | You close lower drawer. 		
CF | 		
CF | > 		DavidW says, "I'm wondering if we need to snip a spaghetti strap of the green dress with the scissors."
		Knight_Otu says, "That would be rather mean."
		DavidW says, "There might be a reason Lux doesnt like us."
		MoyTravis asks, "Yeah let's not do that, maybe?"
		MoyTravis says, "As soon as we walk in the door: "Ugh, whenever they're over they go through all my stuff and cut up my clothes, why do I invite them""
		DavidW asks, "Anyway, I have a key. Jewelry box or record player cabinet?"
		MoyTravis asks, "Try both?"
DavidW says (to ClubFloyd), "unlock cabinet with key" 		
CF ] Living Room 0/115 		
CF | > 		
CF | > UNLOCK CABINET WITH KEY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Living Room 0/116 		
CF | > 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rug" 		
CF ] Living Room 0/117 		
CF | > 		
CF | > X RUG 		
CF | 		
CF | The rug is large enough to cover almost all of the room's hard wood 		
CF | floor. It has a decadent floral pattern of a rich olive green, blood 		
CF | red, and muted gold. It's an old rug, but clearly well-maintained. 		
CF | 		
CF | > 		Knight_Otu says, "I'd have to guess cabinet but yeah."
DavidW says (to ClubFloyd), "move rug" 		
CF ] Living Room 0/118 		
CF | > 		
CF | > MOVE RUG 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under rug" 		
CF ] Living Room 0/119 		
CF | > 		
CF | > LOOK UNDER RUG 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "No one puts trapdoors under rugs any more."
		Knight_Otu says, "No trapdoors in this house."
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room 0/120 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock cabinet with key" 		
CF ] Dining Room 0/120 		
CF | > 		
CF | > UNLOCK CABINET WITH KEY 		
CF | 		
CF | You unlock the record cabinet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Dining Room 0/120 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You can't see 'it' (nothing) at the moment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open cabinet" 		
CF ] Dining Room 0/121 		
CF | > 		
CF | > OPEN CABINET 		
CF | 		
CF | You open the record cabinet, revealing a record sleeves. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sleeve" 		
CF ] Dining Room 0/121 		
CF | > 		
CF | > X SLEEVE 		
CF | 		
CF | Which do you mean, the blue record sleeve, the black record sleeve, 		
CF | the orange record sleeve or the red record sleeve? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blue" 		
CF ] Dining Room 0/122 		
CF | > 		
CF | > BLUE 		
CF | 		
CF | The record for The Shins - Oh, Inverted World is in the blue sleeve. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x black" 		
CF ] Dining Room 0/123 		
CF | > 		
CF | > X BLACK 		
CF | 		
CF | The record sleeve seems to be empty at first glance, but when you put 		
CF | your hand in the sleeve, you feel your fingers brush against a piece 		
CF | of paper. The paper reads: "Lux - For when you feel like listening 		
CF | to our song. 		
CF | 		
CF | With love, 		
CF | Irene" 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "x orange" 		
CF ] Dining Room 0/124 		
CF | > 		
CF | > X ORANGE 		
CF | 		
CF | The record for The Beatles - Meet the Beatles is in the orange sleeve. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x red" 		
CF ] Dining Room 0/125 		
CF | > 		
CF | > X RED 		
CF | 		
CF | The record for Neutral Milk Hotel - In the Aeroplane Over the Sea is 		
CF | in the red sleeve. 		
CF | 		
CF | > 		DavidW says, "I guess the Diana record was from Irene."
		Knight_Otu says, "Possibly."
		DavidW asks, "But why did Lux move it?"
DavidW says (to ClubFloyd), "n" 		
CF ] Hall 0/126 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Bathroom 0/127 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Bathroom 		
CF | The bathroom has light pink tile and the walls are painted a forest 		
CF | green. A standard toilet and sink are next to each other on the south 		
CF | wall and a shower tub is set into the opposite wall. A simple white 		
CF | shower curtain is pulled closed across the tub. 		
CF | 		
CF | A door to the EAST leads back out to the hall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open curtain" 		
CF ] Bathroom 0/128 		
CF | > 		
CF | > OPEN CURTAIN 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x curtain" 		
CF ] Bathroom 0/129 		
CF | > 		
CF | > X CURTAIN 		
CF | 		
CF | The shower curtain is pulled closed, covering the length of the 		
CF | bathtub. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tub" 		
CF ] Bathroom 0/130 		
CF | > 		
CF | > X TUB 		
CF | 		
CF | The shower head looks old and a little grimy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sink" 		
CF ] Bathroom 0/131 		
CF | > 		
CF | > X SINK 		
CF | 		
CF | The sink has wide ceramic basin with a silver faucet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toilet" 		
CF ] Bathroom 0/132 		
CF | > 		
CF | > X TOILET 		
CF | 		
CF | It's a plain old toilet. Nothing really that special here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Bathroom 0/133 		
CF | > 		
CF | > L 		
CF | 		
CF | Bathroom 		
CF | The bathroom has light pink tile and the walls are painted a forest 		
CF | green. A standard toilet and sink are next to each other on the south 		
CF | wall and a shower tub is set into the opposite wall. A simple white 		
CF | shower curtain is pulled closed across the tub. 		
CF | 		
CF | A door to the EAST leads back out to the hall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move curtain" 		
CF ] Bathroom 0/134 		
CF | > 		
CF | > MOVE CURTAIN 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take shower" 		
CF ] Bathroom 0/134 		
CF | > 		
CF | > TAKE SHOWER 		
CF | 		
CF | Which do you mean, the shower or the shower curtain? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Bathroom 0/135 		
CF | > 		
CF | > 1 		
CF | 		
CF | (the shower) 		
CF | Let's leave that where it is for now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hall 0/136 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 0/137 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fridge" 		
CF ] Kitchen 0/138 		
CF | > 		
CF | > X FRIDGE 		
CF | 		
CF | The fridge is remarkably small, and it's white exterior is smudged 		
CF | with old food. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Kitchen 0/139 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the fridge, revealing a salsa jar, an assortment of 		
CF | unprepared foods and an ice cubes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ice cubes" 		
CF ] Kitchen 0/140 		
CF | > 		
CF | > X ICE CUBES 		
CF | 		
CF | An excellent example of how matter can exist in different forms. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x salsa" 		
CF ] Kitchen 0/141 		
CF | > 		
CF | > X SALSA 		
CF | 		
CF | A regular old mason jar filled with salsa 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close fridge" 		
CF ] Kitchen 0/142 		
CF | > 		
CF | > CLOSE FRIDGE 		
CF | 		
CF | You close the fridge. 		
CF | 		
CF | > 		DavidW says, "THat ice cube may be important."
		Knight_Otu says, "I guess it might be."
DavidW says (to ClubFloyd), "e" 		
CF ] Backyard 0/143 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x planter" 		
CF ] Backyard 0/144 		
CF | > 		
CF | > X PLANTER 		
CF | 		
CF | The planter is not very big, but it seems sturdy and the plants inside 		
CF | are thriving. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x grass" 		
CF ] Backyard 0/145 		
CF | > 		
CF | > X GRASS 		
CF | 		
CF | The grass is patchy and yellow in places. It seems likely that the 		
CF | upstairs neighbors could have dogs, given how torn up the yard is. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search grass" 		
CF ] Backyard 0/146 		
CF | > 		
CF | > SEARCH GRASS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x furniture" 		
CF ] Backyard 0/147 		
CF | > 		
CF | > X FURNITURE 		
CF | 		
CF | The furniture is nothing special, but you can imagine how nice it must 		
CF | be to lounge out here with coffee on a crisp fall morning. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plants" 		
CF ] Backyard 0/148 		
CF | > 		
CF | > X PLANTS 		
CF | 		
CF | It looks like some mint and basil is growing in the planter. You also 		
CF | see what could be the beginnings of some tomatoes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell mint" 		
CF ] Backyard 0/149 		
CF | > 		
CF | > SMELL MINT 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		DavidW says, "hmmm."
		DavidW says, "I feel like I'm still flying blind here."
		DavidW says, "We may well have to risk doing fortune telling and see what horrors result."
		Knight_Otu says, "I guess we really have to do that."
		MoyTravis says, "Yeah, it seems very...blind."
		DavidW says, "Let's start with Irene since we got *some* clue for her."
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen 0/150 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to irene" 		
CF ] Kitchen 0/151 		
CF | > 		
CF | > TALK TO IRENE 		
CF | 		
CF | Irene: What's your deal? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Kitchen 0/151 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Irene: Well yeah, it's the only way to prove that you don't have a 		
CF | clue what you're doing. 		
CF | 		
CF | You take Irene's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: a purple bed...a hand written 		
CF | note...a jewelry box... 		
CF | Which fortune will you give Irene? 		
CF | 		
CF | 1 - Your love life is volatile and has the potential to 		
CF | wreak havoc. 		
CF | 2 - You'll regain a feeling that you thought was lost for 		
CF | good. 		
CF | 3 - Keeping secrets will cause you to sustain an 		
CF | injury 		
CF | 		
CF | > 		MoyTravis says, "boy #3 is ominous"
		MoyTravis says, "I don't think we want to injure Irene, maybe do #1 or #2."
		DavidW says, "There's a hint about purple bed, note, and jewelry box."
DavidW says (to ClubFloyd), "2" 		
CF ] Kitchen 0/151 		
CF | > 		
CF | > 2 		
CF | 		
CF | You'll regain a feeling that you thought was lost for good. 		
CF | 		
CF | Irene: What is that supposed to mean? 		
CF | 		
CF | You record the fortune you gave Irene in your notebook (type "check 		
CF | notebook" to see). 		
CF | 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		DavidW says, "lemme recheck the bed"
DavidW says (to ClubFloyd), "s" 		
CF ] Hall 0/152 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Dining Room 0/153 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room 0/154 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room 0/155 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Bedroom 0/156 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		Knight_Otu says, "I wonder if the hints each correspond to a fortune e can give."
DavidW says (to ClubFloyd), "x bed" 		
CF ] Bedroom 0/157 		
CF | > 		
CF | > X BED 		
CF | 		
CF | While the bed sits on a cheap metal frame, the sheets and comforter 		
CF | look like they're pretty high quality. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x frame" 		
CF ] Bedroom 0/157 		
CF | > 		
CF | > X FRAME 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search bed" 		
CF ] Bedroom 0/158 		
CF | > 		
CF | > SEARCH BED 		
CF | 		
CF | There is nothing on the bed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sheets" 		
CF ] Bedroom 0/159 		
CF | > 		
CF | > X SHEETS 		
CF | 		
CF | Creamy cotton sheets poke out from the top of the comforter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search sheets" 		
CF ] Bedroom 0/160 		
CF | > 		
CF | > SEARCH SHEETS 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x comforter" 		
CF ] Bedroom 0/161 		
CF | > 		
CF | > X COMFORTER 		
CF | 		
CF | Fluffy and purple isn't really your style, but the comforter sure 		
CF | looks...well...comfortable. 		
CF | 		
CF | > 		DavidW asks, "There was the note in the black sleeve. Could we take that note?"
DavidW says (to ClubFloyd), "w" 		
CF ] Dining Room 0/162 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take note" 		
CF ] Dining Room 0/163 		
CF | > 		
CF | > TAKE NOTE 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Dining Room 0/164 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a love note 		
CF | a sewing kit 		
CF | a silver key 		
CF | a ribbon 		
CF | a Dinah Washington record 		
CF | a messenger bag (being worn and open but empty) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x note" 		
CF ] Dining Room 0/165 		
CF | > 		
CF | > X NOTE 		
CF | 		
CF | The paper reads: "Lux - For when you feel like listening to our 		
CF | song. 		
CF | 		
CF | With love, 		
CF | Irene" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put dinah record in black sleeve" 		
CF ] Dining Room 0/165 		
CF | > 		
CF | > PUT DINAH RECORD IN BLACK SLEEVE 		
CF | 		
CF | You should probably focus on reading everyone's fortune before trying 		
CF | that. 		
CF | 		
CF | > 		MoyTravis asks, "???"
		Knight_Otu says, "Seems it really is Step 1 - Tell fortunes, Step 2 - Make them come true like the scam artist we are."
		MoyTravis asks, "At this point I'd say, just read everone's fortunes and then...try random things?"
		MoyTravis says, "Yeah."
		DavidW says, "okay"
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room 0/166 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to julio" 		
CF ] Living Room 0/167 		
CF | > 		
CF | > TALK TO JULIO 		
CF | 		
CF | Julio: Hmmm...Oh! You startled me. 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		MoyTravis says, "I'm reasonably confident that the game is designed so every fortune is fulfillable, just because it would be insane to design it like this and NOT have it be true."
DavidW says (to ClubFloyd), "3" 		
CF ] Living Room 0/167 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Julio: Okay okay, you can. But make it fast, alright? 		
CF | 		
CF | You take Julio's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: a cellphone... a ribbon...an 		
CF | ice cube... 		
CF | Which fortune will you give Julio? 		
CF | 		
CF | 1 - Heartbreak is on your horizon. 		
CF | 2 - A secret admirer will pique your interest. 		
CF | 3 - Paying attention to the wrong things could bring you 		
CF | pain. 		
CF | 		
CF | > 		DavidW asks, "Ribbon and ice cube?"
		MoyTravis says, "I don't even know."
DavidW says (to ClubFloyd), "2" 		
CF ] Living Room 0/167 		
CF | > 		
CF | > 2 		
CF | 		
CF | A secret admirer will pique your interest. 		
CF | 		
CF | Julio: Ooh, that's pretty mysterious! 		
CF | 		
CF | You record the fortune you gave Julio in your notebook (type "check 		
CF | notebook" to see). 		
CF | 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Julio is sitting on the couch scrolling through their phone. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room 0/168 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hall 0/169 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 0/170 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to ramona" 		
CF ] Kitchen 0/171 		
CF | > 		
CF | > TALK TO RAMONA 		
CF | 		
CF | Ramona: Oh, hey...Need something? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Kitchen 0/171 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Ramona: Okay, why not? 		
CF | 		
CF | You take Ramona's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: a green dress...a 		
CF | mirror...something red... 		
CF | Which fortune will you give Ramona? 		
CF | 		
CF | 1 - You're in danger of losing everyone. 		
CF | 2 - Your romantic life will flourish with a new person 		
CF | 3 - You will find yourself feeling bitter after getting 		
CF | what you thought you wanted. 		
CF | 		
CF | > 		DavidW says, "3 could be a pun on 'bitter', since this game's version of Twitter is Bitter."
		MoyTravis says, "Could be."
		DavidW says, "But I think 2 might work if we can pair up Ramona with Julio."
DavidW says (to ClubFloyd), "2" 		
CF ] Kitchen 0/171 		
CF | > 		
CF | > 2 		
CF | 		
CF | Your romantic life will flourish with a new person 		
CF | 		
CF | Ramona: Interesting... 		
CF | 		
CF | You record the fortune you gave Ramona in your notebook (type "check 		
CF | notebook" to see). 		
CF | 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Backyard 0/172 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to moses" 		
CF ] Backyard 0/173 		
CF | > 		
CF | > TALK TO MOSES 		
CF | 		
CF | Moses: Hi... 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Backyard 0/173 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Moses: Um, yeah go for it. I could use a little guidance actually. 		
CF | 		
CF | You take Moses's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: a sewing needle...a 		
CF | planter...a bouquet of flowers... 		
CF | Which fortune will you give Moses? 		
CF | 		
CF | 1 - Trying new things may prove dangerous. 		
CF | 2 - A creative romantic gesture is likely to work out in 		
CF | your favor. 		
CF | 3 - Choosing the obvious path will have unexpected 		
CF | results. 		
CF | 		
CF | > 		Knight_Otu asks, "Why are we so focused on hurting these people?"
		DavidW says, "It might be that all these fortunes are possible."
		MoyTravis says, "I think all are probably possible."
		DavidW asks, "so 2 or 3?"
		MoyTravis says, "And it is weird that there's always 1 ominous/painful result."
		MoyTravis asks, "Maybe 2, since we already told Ramona there's a romance thing?"
DavidW says (to ClubFloyd), "2" 		
CF ] Backyard 0/173 		
CF | > 		
CF | > 2 		
CF | 		
CF | A creative romantic gesture is likely to work out in your 		
CF | favor. 		
CF | 		
CF | Moses: Wait...really? 		
CF | 		
CF | You record the fortune you gave Moses in your notebook (type "check 		
CF | notebook" to see). 		
CF | 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read notebook" 		
CF ] Backyard 0/173 		
CF | > 		
CF | > READ NOTEBOOK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "check notebook" 		
CF ] Backyard 0/174 		
CF | > 		
CF | > CHECK NOTEBOOK 		
CF | 		
CF | 		
CF | 		
CF | PREDICTIONS 		
CF | 		
CF | Lux - (nothing recorded) 		
CF | Clark - Overindulgence in your vices will lead to discomfort 		
CF | and embrassment. 		
CF | Kendra - (nothing recorded) 		
CF | Irene - You'll regain a feeling that you thought was lost for 		
CF | good. 		
CF | Ramona - Your romantic life will flourish with a new person 		
CF | Julio - A secret admirer will pique your interest. 		
CF | Moses - A creative romantic gesture is likely to work out in 		
CF | your favor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to kendra" 		
CF ] Backyard 0/175 		
CF | > 		
CF | > TALK TO KENDRA 		
CF | 		
CF | Kendra: Hi! What's up? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Backyard 0/175 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Kendra: Sure thing. I heard about your wager with Lux. I love them, 		
CF | but there's nothing wrong with being a little nontraditional. 		
CF | Especially when it comes to something like fortune telling. 		
CF | 		
CF | You take Kendra's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: but you can't make anything 		
CF | out... 		
CF | Which fortune will you give Kendra? 		
CF | 		
CF | 1 - Pushing your friends too hard will cause conflict. 		
CF | 2 - A close friendship can turn into something more if you 		
CF | let it. 		
CF | 3 - Putting more effort into socializing with others could 		
CF | be the start of a beautiful friendship. 		
CF | 		
CF | > 		DavidW says, "oo, no vision hints here."
		Knight_Otu says, "Interesting. Wonder if we just missed those objects."
		DavidW says, "She must have a tin foil hat on."
		DavidW says, "so, 2 or 3 again"
		MoyTravis says, "Sure."
DavidW says (to ClubFloyd), "3" 		
CF ] Backyard 0/175 		
CF | > 		
CF | > 3 		
CF | 		
CF | Putting more effort into socializing with others could be the 		
CF | start of a beautiful friendship. 		
CF | 		
CF | Kendra: Mmmm socializing bad. But friendship good. What to do, what to 		
CF | do... 		
CF | 		
CF | You record the fortune you gave Kendra in your notebook (type "check 		
CF | notebook" to see). 		
CF | 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen 0/176 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		DavidW says, "Lux, darlink, it's your turn."
DavidW says (to ClubFloyd), "talk to lux" 		
CF ] Kitchen 0/177 		
CF | > 		
CF | > TALK TO LUX 		
CF | 		
CF | Lux: What could you possibly want right now? 		
CF | 		
CF | 1 - Having a good time? 		
CF | 2 - So...What do you do? 		
CF | 3 - Can I read your fortune? 		
CF | 4 - End conversation... 		
CF | 		
CF | 		
CF | (Type 4 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Kitchen 0/177 		
CF | > 		
CF | > 1 		
CF | 		
CF | Having a good time? 		
CF | 		
CF | Lux: Of course I'm having a good time. It's my own party, isn't it? 		
CF | Although, having you around is starting to dampen my mood a 		
CF | little. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Kitchen 0/177 		
CF | > 		
CF | > 2 		
CF | 		
CF | So...What do you do? 		
CF | 		
CF | Lux: Not that you'd understand, given your delusions, but I actually 		
CF | do tell fortunes for a living. Or at least, I'm well on my way to 		
CF | making it my full-time gig. Don't get any ideas though. It's like I 		
CF | said before--you're not suited to this line of work. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "3" 		
CF ] Kitchen 0/177 		
CF | > 		
CF | > 3 		
CF | 		
CF | Can I read your fortune? 		
CF | 		
CF | Lux: I suppose I do count as part of our little challenge. Alright, 		
CF | then. Do your worst. 		
CF | 		
CF | You take Lux's hands and focus. 		
CF | 		
CF | Fuzzy images flash through your vision: a jar...a vinyl record...a 		
CF | mop... 		
CF | Which fortune will you give Lux? 		
CF | 		
CF | 1 - You'll cut ties with an important friend in the near 		
CF | future. 		
CF | 2 - You will soon rekindle an old flame. 		
CF | 3 - An enemy may soon capture your heart. 		
CF | 		
CF | > 		DavidW asks, "Could the three images correspond to the three fortunes? Jar with fortune 1, record with fortune 2, mop with fortune 3?"
		MoyTravis says, "Probably."
DavidW says (to ClubFloyd), "2" 		
CF ] Kitchen 0/177 		
CF | > 		
CF | > 2 		
CF | 		
CF | You will soon rekindle an old flame. 		
CF | 		
CF | Lux: Ugh. Stop. 		
CF | 		
CF | You record the fortune you gave Lux in your notebook (type "check 		
CF | notebook" to see). 		
CF | 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		Knight_Otu says, "It's what I wondered before."
DavidW says (to ClubFloyd), "check notebook" 		
CF ] Kitchen 0/178 		
CF | > 		
CF | > CHECK NOTEBOOK 		
CF | 		
CF | 		
CF | 		
CF | PREDICTIONS 		
CF | 		
CF | Lux - You will soon rekindle an old flame. 		
CF | Clark - Overindulgence in your vices will lead to discomfort 		
CF | and embrassment. 		
CF | Kendra - Putting more effort into socializing with others could 		
CF | be the start of a beautiful friendship. 		
CF | Irene - You'll regain a feeling that you thought was lost for 		
CF | good. 		
CF | Ramona - Your romantic life will flourish with a new person 		
CF | Julio - A secret admirer will pique your interest. 		
CF | Moses - A creative romantic gesture is likely to work out in 		
CF | your favor. 		
CF | 		
CF | You hear a crash as you enter the kitchen and look to see the salsa 		
CF | jar broken on the floor and the hem of Ramona's dress covered in 		
CF | salsa. 		
CF | 		
CF | Lux: Oh Ramona--I'm so sorry! The jar slipped right out of my hand. 		
CF | Your dress! I hope it doesn't stain. 		
CF | 		
CF | Irene: You always have been a bit of a clutz, Lux... 		
CF | 		
CF | Ramona: It's okay, it's an old dress anyway. Please don't worry about 		
CF | me. 		
CF | 		
CF | Ramona leans down to try and get the glass pieces off the floor, but 		
CF | Lux shoos her away. 		
CF | 		
CF | Lux: I'll get this cleaned up. Ramona, you can borrow something of 		
CF | mine so you don't have to walk around with salsa all over you the rest 		
CF | of the night. Irene can show you where. Right, Irene? 		
CF | 		
CF | Irene: On it, boss! 		
CF | 		
CF | > 		Knight_Otu says, "And action, I guess."
		MoyTravis says, "Huh well, I didn't expect a cutscene right after we finished predicting."
		MoyTravis says, "Yeah."
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 0/179 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Ramona: Okay if you're sure you don't need help in here...Thanks Lux! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open closet" 		
CF ] Utility Closet 0/179 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | 		
CF | Utility Closet 		
CF | There's just enough space for you to stand in the utility closet. A 		
CF | stacked washer-dryer occupies the space to the right of the door. Some 		
CF | cleaning supplies are leaned up against the far corner of the room. 		
CF | 		
CF | You can see cleaning supplies here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Kitchen 0/180 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | Lux carefully picks glass out of the pool of salsa on the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Backyard 0/181 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | Moses, Kendra, and Clark are sitting on the patio furniture and are 		
CF | engaged in an animated conversation. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen 0/182 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is busily fussing with the appetizers on the island. Ramona and 		
CF | Irene are chatting by the door to the backyard. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | Ramona whispers something to Irene. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Hall 0/183 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Dining Room 0/184 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | A few moments later, Ramona and Irene enter from the kitchen and walk 		
CF | into the bedroom. 		
CF | 		
CF | Moses walks in from the direction of the hallway and greets Julio who 		
CF | has just come from the living room. Kendra and Clark enter with Moses, 		
CF | but move past him to the living room. 		
CF | 		
CF | > 		MoyTravis says, "Oh wow it's all turned terribly dynamic now."
		DavidW says, "Everyone suddenly moving around is very unnerving."
		MoyTravis says, "Yeah, it's like they were frozen and now are animate. Very...weird."
DavidW says (to ClubFloyd), "put diana record in black sleeve" 		
CF ] Dining Room 0/184 		
CF | > 		
CF | > PUT DIANA RECORD IN BLACK SLEEVE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hall 0/185 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Dining Room 0/186 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put diana on player" 		
CF ] Dining Room 0/186 		
CF | > 		
CF | > PUT DIANA ON PLAYER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play diana" 		
CF ] Dining Room 0/186 		
CF | > 		
CF | > PLAY DIANA 		
CF | 		
CF | You stop the current record and remove it from the player. You place 		
CF | the Dinah Washington record on the player and move the needle into 		
CF | place. 		
CF | 		
CF | > 		Knight_Otu says, "Dinah... hey I guess it accepts Diana."
		Knight_Otu says, "Was about to say Dinah I think."
		DavidW says, "sorry, local distraction"
		DavidW says, "Having Moses and Julio together isn't helpful re records."
		DavidW says, "Unless one of the other records helps them."
		DavidW says, "I'm very unsure how to play this part of the game."
		DavidW asks, "Should we talk to people? Their menu items MUST have changed, yes?"
		Knight_Otu says, "We can try talking to them."
DavidW says (to ClubFloyd), "talk to julio" 		
CF ] Dining Room 0/187 		
CF | > 		
CF | > TALK TO JULIO 		
CF | 		
CF | Julio: Hmmm...Oh! You startled me. 		
CF | 		
CF | 1 - How do you know everyone here? 		
CF | 2 - End conversation... 		
CF | 		
CF | 		
CF | Dinah Washington's "Unforgettable" begins to play, Dinah's confident 		
CF | yet melancholy voice floats into the dining room and can be heard 		
CF | throughout the apartment. 		
CF | 		
CF | Irene is the first to enter the dining room after hearing the song. 		
CF | She walks in with a hopeful yet perplexed expression on her face. 		
CF | Moments later, Lux is also lured into the room by the record player's 		
CF | call. Irene makes eye contact with Lux, but keeps her distance across 		
CF | the room. 		
CF | 		
CF | Lux: Irene...how did you...? 		
CF | 		
CF | Irene: What? I didn't-- 		
CF | 		
CF | Lux: I haven't listened to this song in so long. It just reminded me 		
CF | too much of us, the way we were back then. 		
CF | 		
CF | Irene: Lux, what are you saying? 		
CF | 		
CF | Lux: I don't know. I've been thinking about things lately and I 		
CF | just...Do you maybe want to go somewhere to talk? 		
CF | 		
CF | (Type 2 to Exit Conversation) 		
CF | 		
CF | > 		MoyTravis says, "Yeah."
DavidW says (to ClubFloyd), "1" 		
CF ] Dining Room 0/187 		
CF | > 		
CF | > 1 		
CF | 		
CF | How do you know everyone here? 		
CF | 		
CF | Julio: I've known Lux and Irene for ages. My girlfriend, Ramona, and I 		
CF | met at a zine fest last Spring. 		
CF | 		
CF | > 		MoyTravis says, "LOOK THIS WOULD BE NICE TO KNOW BEFORE WE GAVE EVERYBODY FORTUNES"
		Knight_Otu says, "Sure would."
		MoyTravis says, "grr"
DavidW says (to ClubFloyd), "2" 		
CF ] Dining Room 0/187 		
CF | > 		
CF | > 2 		
CF | 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to moses" 		
CF ] Dining Room 0/188 		
CF | > 		
CF | > TALK TO MOSES 		
CF | 		
CF | Moses: Hi... 		
CF | 		
CF | 1 - How do you know everyone here? 		
CF | 2 - End conversation... 		
CF | 		
CF | 		
CF | (Type 2 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Dining Room 0/188 		
CF | > 		
CF | > 1 		
CF | 		
CF | How do you know everyone here? 		
CF | 		
CF | Moses: I work with your brother--or at least I do for now! I've gotten 		
CF | to know Kendra pretty good through hanging out with her and Clark. I'm 		
CF | still getting to know everyone else. There's someone in particular who 		
CF | I...well, it's nothing. Forget it. 		
CF | 		
CF | > 		Knight_Otu says, "I think they mentioned Ramona, but not their relationship."
DavidW says (to ClubFloyd), "s" 		
CF ] Dining Room 0/188 		
CF | > 		
CF | > S 		
CF | 		
CF | (Type 2 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Dining Room 0/188 		
CF | > 		
CF | > 2 		
CF | 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room 0/189 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Kendra and Clark are sitting on the couch and seem to be having an 		
CF | argument. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to clark" 		
CF ] Living Room 0/190 		
CF | > 		
CF | > TALK TO CLARK 		
CF | 		
CF | Clark: Hey there. Getting along okay? 		
CF | 		
CF | 1 - How do you know everyone here? 		
CF | 2 - End conversation... 		
CF | 		
CF | 		
CF | (Type 2 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Living Room 0/190 		
CF | > 		
CF | > 1 		
CF | 		
CF | How do you know everyone here? 		
CF | 		
CF | Clark: Well I know Lux from when we were little, duh. I met Kendra a 		
CF | couple of years ago when I started hanging out at the coffee shop she 		
CF | works at all the time. Julio and Irene are more of Lux's friends than 		
CF | mine, but they're cool. And then Moses and I work together. 		
CF | 		
CF | > 		MoyTravis says, "So I assume Lux has some sort of death feud with us and only invites us because it'd be too weird to invite Clark but not us."
		DavidW asks, "perhaps?"
		DavidW says, "Fwiw, I just noticed everyone has a unique initial letter: LRIMKCJ."
		Knight_Otu says, "I guess they think we're a fraud. Which, to be fair, we probably are."
		MoyTravis says, "We 1000% are."
		DavidW says, "We had visions, though, which suggest we could hone our very limited skills into something."
		DavidW says, "but yes, total fraud at the moment."
DavidW says (to ClubFloyd), "2" 		
CF ] Living Room 0/190 		
CF | > 		
CF | > 2 		
CF | 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Kendra and Clark are sitting on the couch and seem to be having an 		
CF | argument. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to kendra" 		
CF ] Living Room 0/191 		
CF | > 		
CF | > TALK TO KENDRA 		
CF | 		
CF | Kendra: Hi! What's up? 		
CF | 		
CF | 1 - How do you know everyone here? 		
CF | 2 - End conversation... 		
CF | 		
CF | 		
CF | (Type 2 to Exit Conversation) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Living Room 0/191 		
CF | > 		
CF | > 1 		
CF | 		
CF | How do you know everyone here? 		
CF | 		
CF | Kendra: Your brother is literally always hanging around the coffee 		
CF | shop during my shifts, so we were bound to become friends. I kind of 		
CF | met everyone else here through knowing Clark, but Moses and I are 		
CF | starting to get pretty tight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Living Room 0/191 		
CF | > 		
CF | > 2 		
CF | 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Kendra and Clark are sitting on the couch and seem to be having an 		
CF | argument. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen to kendra" 		
CF ] Living Room 0/192 		
CF | > 		
CF | > LISTEN TO KENDRA 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Living Room 0/193 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trinkets" 		
CF ] Living Room 0/193 		
CF | > 		
CF | > X TRINKETS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x paperbacks" 		
CF ] Living Room 0/194 		
CF | > 		
CF | > X PAPERBACKS 		
CF | 		
CF | There doesn't seem to be any rhyme or reason to how the books are 		
CF | organized. Biographies comingle with fantasy novels and poetry 		
CF | collections conspire with art books and essays. Total chaos... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Living Room 0/195 		
CF | > 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Kendra and Clark are sitting on the couch and seem to be having an 		
CF | argument. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bookshelf" 		
CF ] Living Room 0/196 		
CF | > 		
CF | > X BOOKSHELF 		
CF | 		
CF | The bookshelf is so tall that it practically touches the ceiling. 		
CF | Every space on the shelves is occupied either by books or little 		
CF | decorative items. 		
CF | 		
CF | In the bookshelf are a variety of paperback books and some decorative 		
CF | items. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x decorative items" 		
CF ] Living Room 0/197 		
CF | > 		
CF | > X DECORATIVE ITEMS 		
CF | 		
CF | Knick-knacks, trinkets, chotskies. There are little jars, boxes, 		
CF | ceramics, figurines, and more pocketed throughout the shelves. What 		
CF | are they good for? Who knows?--but they sure are cute. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search them" 		
CF ] Living Room 0/198 		
CF | > 		
CF | > SEARCH THEM 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lounge" 		
CF ] Living Room 0/199 		
CF | > 		
CF | > X LOUNGE 		
CF | 		
CF | Sun-stained and sagging, this chaise lounge has clearly seen better 		
CF | days. Days likely featuring marathon reading sessions, indulgent 		
CF | mid-afternoon naps, and maybe even a passionate kiss or two. This 		
CF | chair has truly lived. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room 0/200 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Bedroom 0/201 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dining Room 0/202 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hall 0/203 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Bathroom 0/204 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Bathroom 		
CF | The bathroom has light pink tile and the walls are painted a forest 		
CF | green. A standard toilet and sink are next to each other on the south 		
CF | wall and a shower tub is set into the opposite wall. A simple white 		
CF | shower curtain is pulled closed across the tub. 		
CF | 		
CF | A door to the EAST leads back out to the hall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hall 0/205 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 0/206 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is picking glass out of the salsa on the floor. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Backyard 0/207 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen 0/208 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is picking glass out of the salsa on the floor. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to lux" 		
CF ] Kitchen 0/208 		
CF | > 		
CF | > TALK TO LUX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lux" 		
CF ] Kitchen 0/208 		
CF | > 		
CF | > X LUX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Kitchen 0/209 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is picking glass out of the salsa on the floor. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x salsa" 		
CF ] Kitchen 0/209 		
CF | > 		
CF | > X SALSA 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Backyard 0/210 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen 0/211 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is picking glass out of the salsa on the floor. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		Knight_Otu says, "Phantom Lux,huh."
DavidW says (to ClubFloyd), "open closet" 		
CF ] Utility Closet 0/211 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | 		
CF | Utility Closet 		
CF | There's just enough space for you to stand in the utility closet. A 		
CF | stacked washer-dryer occupies the space to the right of the door. Some 		
CF | cleaning supplies are leaned up against the far corner of the room. 		
CF | 		
CF | You can see cleaning supplies here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dress" 		
CF ] Utility Closet 0/212 		
CF | > 		
CF | > X DRESS 		
CF | 		
CF | A shift dress with spaghetti straps and an open back. It's regally 		
CF | green. 		
CF | 		
CF | > 		DavidW asks, "Where did Ramona go?"
DavidW says (to ClubFloyd), "s" 		
CF ] Utility Closet 0/213 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Kitchen 0/214 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is picking glass out of the salsa on the floor. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Hall 0/215 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Dining Room 0/216 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give ribbon to julio" 		
CF ] Dining Room 0/217 		
CF | > 		
CF | > GIVE RIBBON TO JULIO 		
CF | 		
CF | Julio doesn't seem interested. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Bedroom 0/218 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open closet" 		
CF ] Closet 0/218 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | You slide the mirrored door open and slip into the closet, shifting 		
CF | the door closed again behind you. 		
CF | 		
CF | Closet 		
CF | Despite the relatively large size of the closet, it is completely 		
CF | packed with clothing hanging on the rack, sweaters on the upper 		
CF | shelves, and a disorienting amount of shoes line up neatly on the 		
CF | floor. There's also a large cardboard box in the corner. Keeping your 		
CF | footing is no easy task and your mobility in here is limited. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hide" 		
CF ] Closet 0/218 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Bedroom 0/219 		
CF | > 		
CF | > OUT 		
CF | 		
CF | 		
CF | Bedroom 		
CF | The bedroom is sparsely furnished, making it feel less lived-in than 		
CF | other areas of the apartment. A full-sized bed runs along the south 		
CF | wall and is made up with plain cotton sheets, a fluffy lilac 		
CF | comforter, and two simple pillows. A mirrored sliding door in the 		
CF | upper EAST corner faces the entrance and leads into a walk-in closet. 		
CF | There is a small dresser near the entrance with a jewelry box and a 		
CF | ribbon sitting on top. 		
CF | 		
CF | To the WEST is the dining room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dining Room 0/220 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room 0/221 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Living Room 		
CF | The living room is tiny and crammed with thrifted furniture and alley 		
CF | finds. Art is hung in clusters on all four walls, making the room feel 		
CF | both cozy and cluttered. A TV stand is against the east wall and faces 		
CF | a couch that sits near the middle of the room. An old rug spans the 		
CF | space between them. Behind the couch on the west wall is a towering 		
CF | bookshelf completely stuffed with trinkets and paperbacks. Next to the 		
CF | bookshelf is a chaise lounge. 		
CF | 		
CF | Kendra and Clark are sitting on the couch and seem to be having an 		
CF | argument. 		
CF | 		
CF | An archway to the NORTH opens up into the dining room. 		
CF | 		
CF | > 		DavidW says, "I can't locate Irene or Ramona or the real Lux."
		DavidW says, "I also don't know what K and C are arguing about."
		Knight_Otu says, "I kind of understand Irene and Lux as I guess we "solved" their fortunes, but certainly not Ramona's."
DavidW says (to ClubFloyd), "check notebook" 		
CF ] Living Room 0/222 		
CF | > 		
CF | > CHECK NOTEBOOK 		
CF | 		
CF | 		
CF | 		
CF | PREDICTIONS 		
CF | 		
CF | Lux - You will soon rekindle an old flame. 		
CF | Clark - Overindulgence in your vices will lead to discomfort 		
CF | and embrassment. 		
CF | Kendra - Putting more effort into socializing with others could 		
CF | be the start of a beautiful friendship. 		
CF | Irene - You'll regain a feeling that you thought was lost for 		
CF | good. 		
CF | Ramona - Your romantic life will flourish with a new person 		
CF | Julio - A secret admirer will pique your interest. 		
CF | Moses - A creative romantic gesture is likely to work out in 		
CF | your favor. 		
CF | 		
CF | > 		MoyTravis asks, "Hmm. Who's in the backyard now?"
		DavidW says, "I didn't see anyone there."
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room 0/223 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room features a large round table with four chairs in the 		
CF | center of the room. A tall thin vase of flowers sits in the middle of 		
CF | the table. In the northeast corner of the room, an old-school record 		
CF | player emits a familiar-feeling song with a sad boy vocalist. Against 		
CF | the west wall is a bar cart that houses a variety of bottles and 		
CF | glasses. 		
CF | 		
CF | The room seems to double as an office space with a large desk 		
CF | occupying the northwest corner. There are two large monitors on the 		
CF | desk and a bunch of hastily-stacked papers. A bulletin board hangs on 		
CF | the wall to the side of the monitors. 		
CF | 		
CF | Moses and Julio are chatting together by the record player. 		
CF | 		
CF | An archway to the SOUTH opens up into the living room. A wide hallway 		
CF | is to the NORTH. There is a closed door on the room's EAST wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hall 0/224 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Hall 		
CF | You're in a short hallway that connects different areas of the 		
CF | apartment. The dining room is to the SOUTH, the Bathroom is to the 		
CF | WEST and the kitchen is to the NORTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 0/225 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is picking glass out of the salsa on the floor. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Backyard 0/226 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Backyard 		
CF | A concrete patio extends from the house and eventually concedes to the 		
CF | overgrown grass that stretches to the edge of the property. A planter 		
CF | with herbs and veggies is against the fence that runs along the 		
CF | boundaries of the yard. A wicker chair and bench are clustered around 		
CF | a metal patio table with a glass top. 		
CF | 		
CF | A door leading inside to the kitchen lies to the WEST. 		
CF | 		
CF | > 		MoyTravis says, "Oh Lux is in kitchen."
		DavidW says, "Except not"
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen 0/227 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Kitchen counters run along the majority of the west and south walls of 		
CF | the room, with a stove set into the counter space on the east wall. A 		
CF | small white fridge groans in the northwest corner. There is a 		
CF | dishwasher at the edge of the counterspace on the south wall with a 		
CF | tall trashcan next to it. An island sits in the middle of the room 		
CF | with some appetizers on it. The door to the utility closet is on the 		
CF | north wall with a coffee cart positioned to the side. 		
CF | 		
CF | Lux is picking glass out of the salsa on the floor. 		
CF | 		
CF | The backyard is to the EAST and the hall is to the SOUTH. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lux" 		
CF ] Kitchen 0/227 		
CF | > 		
CF | > X LUX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis says, "Wait what."
		DavidW says, "THey're a mir-ah-gee"
		MoyTravis says, "Well that don't inspire much confidence in the coding."
DavidW says (to ClubFloyd), "version" 		
CF ] Kitchen 0/227 		
CF | > 		
CF | > VERSION 		
CF | 		
CF | Unfortunate 		
CF | An Interactive Fiction by Jess Elizabeth Reed 		
CF | Release 1 / Serial number 211012 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | Identification number: //943EBD54-BBF3-4457-A31B-66FB83991020// 		
CF | Interpreter version 1.3.1 / VM 3.1.2 / Library serial number 080126 		
CF | Standard Rules version 3/120430 by Graham Nelson 		
CF | Simple Spelling version 2/160807 by Alice Grove 		
CF | 		
CF | > 		DavidW says, "This is supposed to be the bugfix version."
		DavidW says, "but yeah, I think there's still bugs, alas."
		DavidW says, "It's also close to 4pm and I'd like to stop soon."
		Knight_Otu says, "Of course, the only bug-free piece of software is Hello World."
		MoyTravis says, "LaTex, I think."
		Knight_Otu says, "Sure, we can stop here."
		MoyTravis says, "No, wait, TeX? IDK about LaTeX."
		MoyTravis says, "Anyways, yeah, let's call it a day."
		DavidW says, "I suppose if we'd know exactly what to do, things would have happened in the way the author wanted."
		DavidW says, "But it's a weird sort of set up, and weirder that the NPCs animate only after fortunes are all told."
		DavidW says, "Thanks for playing everyone. I just wish we had found a more stable conclusion."
		Knight_Otu exclaims, "Thanks for driving!"
		MoyTravis exclaims, "Thanks all!"
		MoyTravis says, "It was...interesting."
		Knight_Otu exclaims, "Good night everyone, and stay safe!"



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ClubFloyd Transcript:
What Heart Heard Of, Ghost Guessed by Amanda Walker
As played on ifMUD on November 21, 2021 fd

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 What Heart Heard Of, Ghost Guessed written by Amanda Walker. What Heart Heard Of, Ghost Guessed was released as part of the 2021 Interactive Fiction Competition, in which it took 4th place. This made Amanda Walker the highest-scoring first time entrant to the competition for 2021. 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, "yeah, I'll have to upload it under another name, dammit"
DavidW says (to ClubFloyd), "load sleepmask whatheartheardof" 		
CF | %% Critical error. 		
CF | %% Message: image_draw: graphics not supported. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | Would you like to read some helpful information before starting the 		
CF | game?> 		
DavidW says (to ClubFloyd), "y" 		
CF ] 		
CF | game?> 		
CF | > Y 		
CF | 		
CF | 		
CF | 		
CF | Warning! This game contains violence and child abuse. 		
CF | 		
CF | There are not many standard verbs that you can use in this game. You 		
CF | can use directional commands (n, s, e, w, u, d), "examine" (or x), and 		
CF | "look" (l). But trying to get, push, pull, or do any other standard 		
CF | actions will generally not be useful. There are many actions you can 		
CF | take in this game, and you will learn what they are as you go. 		
CF | 		
CF | There is no way to lose or lock the game in an unwinnable state, so 		
CF | don't save more frequently than you have to. 		
CF | 		
CF | To access the list of commands you've learned at any point, type 		
CF | VERBS. 		
CF | 		
CF | To see available exits at any time, type EXITS. 		
CF | 		
CF | To access the hint system, type HINT. 		
CF | 		
CF | If at any time you want to read information about the game, type 		
CF | ABOUT. 		
CF | 		
CF | To come back to this information, type HELP. 		
CF | 		
CF | Are you new to Interactive Fiction?> 		
DavidW says (to ClubFloyd), "no" 		
CF ] 		
CF | You slowly come to consciousness. A stranger awakening than you've 		
CF | ever experienced before-- devoid of physical sensation. Devoid of 		
CF | emotion. Devoid of memory. 		
CF | 		
CF | You can see your surroundings: a dimly lit room, but as you try to 		
CF | bring your hand to your eyes, you have no sense of your hand. No sense 		
CF | of your eyes. It is a strange sort of seeing. Looking down at where 		
CF | you-- your body-- should be, you see nothing. You try to open your 		
CF | mouth, to call out, but you have no sense of your mouth. No sound 		
CF | comes from you. 		
CF | 		
CF | You are disembodied, but oddly, you feel nothing about this. It occurs 		
CF | to you that you should feel something, but you seem to have no access 		
CF | to feelings. Or memories. You think you should know something about 		
CF | yourself, about this place, but .... nothing. 		
CF | 		
CF | You try to stand up and feel that you are rising, but noiselessly, 		
CF | bonelessly. Painfully, although you can't pinpoint the location of the 		
CF | pain. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF ] Shadowy place 		
CF | 		
CF | What Heart Heard Of, Ghost Guessed 		
CF | An Interactive Fiction by Amanda Walker 		
CF | Release 1 / Serial number 211117 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | 		
CF | Shadowy place 		
CF | You are in a shadowy place that you almost remember, like a word on 		
CF | the tip of your tongue, but the memory eludes you, flickers away. 		
CF | 		
CF | You look around, and again, your sight feels... off, although you can 		
CF | see the room you are in fairly well. 		
CF | 		
CF | The only exit is west through a closed blue door. 		
CF | 		
CF | A large carved wooden chest is against the wall. 		
CF | 		
CF | A single window is obscured by heavy closed curtains around which some 		
CF | feeble sunlight leaks into the room. 		
CF | 		
CF | You can also see a standing mirror here. 		
CF | 		
CF | > 		DavidW asks, "I guess we're a new ghost?"
		Knight_Otu says, "Sounds like it."
		DavidW says, "This might be an atic"
		DavidW says, "er attic"
DavidW says (to ClubFloyd), "x me" 		
CF ] Shadowy place 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You look down at where your body should be, but nothing is there. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Shadowy place 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | The mirror is an old-fashioned upright looking glass, darkened in 		
CF | places. 		
CF | 		
CF | You look into the mirror. You can see the curtains, the chest, the 		
CF | shadows reflected in the mirror, but nothing else. You move a little, 		
CF | left and right (why does moving feel so strange?), and the mirror 		
CF | continues to reflect only the room around you. And suddenly you feel 		
CF | something. Fear. You have a distinct memory of fearing and avoiding 		
CF | mirrors, and this emotion crashes over you: 		
CF | 		
CF | Fear mirror. 		
CF | 		
CF | Fear mirror. 		
CF | 		
CF | The mirror explodes into shards of glass that fly towards you. You 		
CF | cringe and duck-- with that same boneless feeling-- but the glass 		
CF | shards simply fly through you, hitting the floor behind you. Behind 		
CF | the mirror is a locket necklace on the floor. 		
CF | 		
CF | You just broke the mirror! How did you do that? It was the emotion. 		
CF | You feared the mirror and it broke. 		
CF | 		
CF | > 		DavidW asks, "Is FEAR a new verb?"
DavidW says (to ClubFloyd), "x locket" 		
CF ] Shadowy place 		
CF | > 		
CF | > X LOCKET 		
CF | 		
CF | It is a silver locket on a tarnished silver chain. Inside is a 		
CF | photograph of a red-haired girl in a wedding dress. The girl's face is 		
CF | radiant. She looks... excited. 		
CF | 		
CF | A memory is almost there, but it's more like remembering someone's 		
CF | else's story. This girl was so excited on her wedding day that her 		
CF | face is aglow with it. 		
CF | 		
CF | A feeling washes over you, as intense as the fear you felt in front of 		
CF | the mirror-- excitement. Excitement in memory. Excitement at the 		
CF | photograph on the locket. 		
CF | 		
CF | Excite locket. 		
CF | 		
CF | Excite locket. 		
CF | 		
CF | The locket opens with a small snap, revealing a braided loop of human 		
CF | hair, stored carefully in the locket. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, that sounds ghostly. Poltergeist, perhaps."
		Knight_Otu says, "It might be."
DavidW says (to ClubFloyd), "x hair" 		
CF ] Shadowy place 		
CF | > 		
CF | > X HAIR 		
CF | 		
CF | A carefully braided loop of red hair. A name flashes in your mind: 		
CF | Eva. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x window" 		
CF ] Shadowy place 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | The curtains obscure the window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open curtains" 		
CF ] Shadowy place 		
CF | > 		
CF | > OPEN CURTAINS 		
CF | 		
CF | You can't. You can't seem to use your hands. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite curtains" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > EXCITE CURTAINS 		
CF | 		
CF | The curtains flutter and then fly apart, revealing the dirty window 		
CF | and letting a blast of sunshine into the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x window" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | The window is grimy and looks out over a garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x garden" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > X GARDEN 		
CF | 		
CF | A garden full of flowers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fear window" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > FEAR WINDOW 		
CF | 		
CF | The window explodes, shattering glass everywhere. As with the mirror, 		
CF | the slivers of glass simply fly through you, hitting the floor behind 		
CF | you. 		
CF | You wish you had not done that. You think this place is your home, and 		
CF | that you shouldn't destroy it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Sunlit Attic 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Sunlit Attic 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		DavidW says, "ok, FEAR = BREAK, EXCITE = OPEN."
		Knight_Otu says, "Yeah."
		DavidW says, "At least, that's what I'm getting."
DavidW says (to ClubFloyd), "x chest" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > X CHEST 		
CF | 		
CF | The chest is very old and beautifully carved from a lustrous wood. You 		
CF | have a sudden memory: this chest was filled with fine but tattered 		
CF | clothes. The laughter of children dressing up in the old clothes flits 		
CF | through your memory. 		
CF | 		
CF | A brass dial latch keeps the lid closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dial" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > X DIAL 		
CF | 		
CF | A brass dial that needs to be turned in order to open the lid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite dial" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > EXCITE DIAL 		
CF | 		
CF | The latch doesn't open like that. It needs to be turned. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A wooden six-panel door, painted blue, leading west. It is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > W 		
CF | 		
CF | The blue door is closed. Briefly, you wonder why you can't just pass 		
CF | through it, since you seem to have no body. But in trying, the door 		
CF | resists your passing. It seems you'll have to find a way to open it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite door" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > EXCITE DOOR 		
CF | 		
CF | The blue door to the west slams open! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Landing 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | You can hear someone muttering and clomping around at the bottom of 		
CF | the stairs. The tone of the muttering sounds familiar... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Landing 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You hear muttering and clomping downstairs. 		
CF | 		
CF | > 		Knight_Otu says, "Well that can't be good."
		DavidW asks, "Down or north?"
		Knight_Otu says, "I'd say north first."
DavidW says (to ClubFloyd), "n" 		
CF ] Closet 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Closet 		
CF | A spacious closet with empty suitcases stacked up on the floor. You 		
CF | can exit south to the landing. 		
CF | 		
CF | A shelf runs along the top of the closet. 		
CF | 		
CF | You can hear muttering and clomping from below. 		
CF | 		
CF | You can see a coiled piece of leather here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x leather" 		
CF ] Closet 		
CF | > 		
CF | > X LEATHER 		
CF | 		
CF | A long, braided coil of leather with a buckle at one end. It's a belt. 		
CF | At the sight of it, you have a visceral emotional reaction: hate. And 		
CF | a memory of being whipped with this thing. Many times. A punishment 		
CF | for... wandering. You weren't supposed to be out. 		
CF | 		
CF | Out of what? Of where? You can't remember. But you do remember the 		
CF | belt biting into you as you cowered. And the tears on the face of the 		
CF | old man who held the belt. The emotion rolls over you-- 		
CF | 		
CF | Hate belt. 		
CF | 		
CF | Hate belt. 		
CF | 		
CF | You feel a strange sensation like being in a vacuum, but nothing else 		
CF | happens. 		
CF | 		
CF | > 		Knight_Otu says, "Eesh."
		DavidW says, "I'm not understanding what a HATE command might do."
DavidW says (to ClubFloyd), "hate belt" 		
CF ] Closet 		
CF | > 		
CF | > HATE BELT 		
CF | 		
CF | You feel a strange vacuum-like sensation, but nothing else happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shelf" 		
CF ] Closet 		
CF | > 		
CF | > X SHELF 		
CF | 		
CF | The shelf runs along the length of the closet. There is a vase tucked 		
CF | into the back corner on the shelf. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x vase" 		
CF ] Closet 		
CF | > 		
CF | > X VASE 		
CF | 		
CF | The vase is a lumpen form made of clay and stone. At first you think 		
CF | it's abstract, but then you see that maybe it's supposed to be a bird. 		
CF | Or a witch. Or a castle. Whatever it is, it's really ugly. 		
CF | But it was made by someone you have strong feelings for. The name Ian 		
CF | flits through your mind. 		
CF | 		
CF | > 		Knight_Otu asks, "Vacuum? Might move things towards us?"
		DavidW says, "I dunno. The belt didn't move."
DavidW says (to ClubFloyd), "hate vase" 		
CF ] Closet 		
CF | > 		
CF | > HATE VASE 		
CF | 		
CF | You feel a strange vacuum-like sensation, but nothing else happens. 		
CF | 		
CF | > 		DavidW asks, "I suppose we could try to hate the chest's dial?"
		DavidW says, "Or the window"
		Knight_Otu says, "Yeah, it's worth a try."
		DavidW says, "Maybe the window will get cleaned."
DavidW says (to ClubFloyd), "e" 		
CF ] Closet 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | 		
CF | The muttering and clomping stops. 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | All is quiet downstairs. You think it's safe to go down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sunlit Attic 		
CF | An attic room bright with sunlight streaming in through a grimy 		
CF | window. The only exit is west through an open blue door. 		
CF | 		
CF | A large carved wooden chest is against the wall. 		
CF | 		
CF | A single small window is here. Sunlight streams through it. It 		
CF | overlooks a garden. 		
CF | 		
CF | You can also see a locket necklace and shards of mirror here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hate window" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > HATE WINDOW 		
CF | 		
CF | You feel a vacuum sensation, but nothing else happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hate dial" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > HATE DIAL 		
CF | 		
CF | You feel a strange vacuum-like sensation, but nothing else happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Landing 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | All is quiet downstairs. You think it's safe to go down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] South Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, a closed violet door to 		
CF | the east, and a closed green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x painting" 		
CF ] South Hallway 		
CF | > 		
CF | > X PAINTING 		
CF | 		
CF | A painting of a beautiful stone house amid a golden grove of trees. 		
CF | You know immediately that it's this house, and that it's your home. 		
CF | Goldengrove is its name. It inspires a complex twist of emotions that 		
CF | clamor together, no one rising above the others: fondness for a 		
CF | beautiful home; fear of a prison. 		
CF | 		
CF | It is signed with a swirling M in the corner. That's your signature. 		
CF | You painted this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wallpaper" 		
CF ] South Hallway 		
CF | > 		
CF | > X WALLPAPER 		
CF | 		
CF | Flowered wallpaper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x paneling" 		
CF ] South Hallway 		
CF | > 		
CF | > X PANELING 		
CF | 		
CF | Wood paneling on the walls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x yellow door" 		
CF ] South Hallway 		
CF | > 		
CF | > X YELLOW DOOR 		
CF | 		
CF | A wooden four-panel door, painted yellow, leading south. It opens 		
CF | outward instead of inward, and has a bar across it securing it. It is 		
CF | closed. 		
CF | 		
CF | > 		Roger says, "surely no barrier to us"
DavidW says (to ClubFloyd), "x green door" 		
CF ] South Hallway 		
CF | > 		
CF | > X GREEN DOOR 		
CF | 		
CF | A door that is a smooth, single piece of wood, painted green, leading 		
CF | west. It is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x violet door" 		
CF ] South Hallway 		
CF | > 		
CF | > X VIOLET DOOR 		
CF | 		
CF | A wooden door, painted violet, leading east. There is a mural on the 		
CF | door of two flying doves. It is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mural" 		
CF ] South Hallway 		
CF | > 		
CF | > X MURAL 		
CF | 		
CF | A wooden door, painted violet, leading east. There is a mural on the 		
CF | door of two flying doves. It is closed. 		
CF | 		
CF | > 		Knight_Otu says, "So one might think, and yet I fear it might be."
DavidW says (to ClubFloyd), "excite west" 		
CF ] South Hallway 		
CF | > 		
CF | > EXCITE WEST 		
CF | 		
CF | You must name something more substantial. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite green door" 		
CF ] South Hallway 		
CF | > 		
CF | > EXCITE GREEN DOOR 		
CF | 		
CF | The green door to the west slams open! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Study 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Study 		
CF | An oddly decorated room that is clearly used as a study, judging from 		
CF | the furniture, but which has shelves of old toys lining the walls. The 		
CF | toys pull you nearer, brushing your consciousness with another 		
CF | almost-memory: especially the old tin soldier. 		
CF | 		
CF | You can exit east to the hall through the open green door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tin" 		
CF | > 		
CF | > X TIN 		
CF | 		
CF | A worn tin soldier with fading paint, dented and scuffed. An emotion 		
CF | hits you with great force at the sight of the tin soldier. This was 		
CF | yours. You remember him comforting you many times. You believed he 		
CF | could shield you from harm. The story of the brave tin soldier who 		
CF | loved the paper ballerina was your favorite as a child, so much so 		
CF | that this little toy became your protector and your best friend, 		
CF | helping you be brave. You feel love. 		
CF | 		
CF | Love soldier. 		
CF | 		
CF | Love soldier. 		
CF | 		
CF | Suddenly, you are sucked as if by a strong vacuum. It disorients you 		
CF | completely for a moment. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		Knight_Otu says, "Oh."
DavidW pushes the green 'space' button. 		
CF ] Tin Soldier's Perspective 		
CF | PRESS ANY KEY TO CONTINUE## Tin Soldier's Perspective 		
CF | You are inside the tin soldier. You are seeing the room from this 		
CF | perspective. You are stuck here-- you cannot move in any direction. 		
CF | 		
CF | You'll have to find a way out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Tin Soldier's Perspective 		
CF | > 		
CF | > L 		
CF | 		
CF | Tin Soldier's Perspective 		
CF | You are inside the tin soldier. You are seeing the room from this 		
CF | perspective. You are stuck here-- you cannot move in any direction. 		
CF | 		
CF | > 		Roger asks, "maybe some version of Love Self ?"
DavidW says (to ClubFloyd), "love me" 		
CF ] Tin Soldier's Perspective 		
CF | > 		
CF | > LOVE ME 		
CF | 		
CF | You try so hard to love yourself, but it is difficult sometimes. 		
CF | 		
CF | > 		Knight_Otu says, "I suspect HATE SOLDIER."
DavidW says (to ClubFloyd), "hate soldier" 		
CF ] Study 		
CF | > 		
CF | > HATE SOLDIER 		
CF | 		
CF | With a vacuum sensation, you return to the room. 		
CF | 		
CF | Study 		
CF | An oddly decorated room that is clearly used as a study, judging from 		
CF | the furniture, but which has shelves of old toys lining the walls. The 		
CF | toys pull you nearer, brushing your consciousness with another 		
CF | almost-memory: especially the old tin soldier. 		
CF | 		
CF | You can exit east to the hall through the open green door. 		
CF | 		
CF | > 		DavidW says, "ta-da!"
		DavidW asks, "So LOVE = IN and HATE = OUT?"
		Knight_Otu says, "Seems so."
		DavidW asks, "So could we LOVE VASE and be inside that?"
		Knight_Otu says, "It might be only depictions of people, but we can try."
DavidW says (to ClubFloyd), "x toys" 		
CF ] Study 		
CF | > 		
CF | > X TOYS 		
CF | 		
CF | A motley collection of well-made but moth-eaten, rusty toys: a china 		
CF | doll in a stained and tattered lace dress, a miniature train, a 		
CF | marionette with hopelessly tangled strings, a hand-painted paper 		
CF | ballerina-- and one that catches your eye particularly-- a battered 		
CF | tin soldier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ballerina" 		
CF ] Study 		
CF | > 		
CF | > X BALLERINA 		
CF | 		
CF | A faded but beautifully made paper doll of a ballerina. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x train" 		
CF ] Study 		
CF | > 		
CF | > X TRAIN 		
CF | 		
CF | A charming wooden model of an old train. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dress" 		
CF ] Study 		
CF | > 		
CF | > X DRESS 		
CF | 		
CF | An old-fashioned doll in a stained and tattered lace dress, with 		
CF | realistically painted eyes that seem to follow you as you move. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x marionette" 		
CF ] Study 		
CF | > 		
CF | > X MARIONETTE 		
CF | 		
CF | No one will ever be able to play with this again because the strings 		
CF | are so tangled. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "love dress" 		
CF ] Study 		
CF | > 		
CF | > LOVE DRESS 		
CF | 		
CF | It rejects your attempt. Perhaps because it's not metal, like your 		
CF | beloved soldier? 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "We haven't seen many metal items."
		DavidW says, "The dial, maybe."
DavidW says (to ClubFloyd), "x shelf" 		
CF ] Study 		
CF | > 		
CF | > X SHELF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x furniture" 		
CF ] Study 		
CF | > 		
CF | > X FURNITURE 		
CF | 		
CF | A collection of furniture you would expect to see in a home office. 		
CF | It's clear that this was once a playroom, but after the children grew 		
CF | up, it was converted to an office. Yet someone didn't want to get rid 		
CF | of the toys. 		
CF | 		
CF | > 		Knight_Otu asks, "Yeah, and maybe the locket?"
		DavidW says, "oh, yeah."
		DavidW asks, "Should we try those or continue exploring this floor?"
		Knight_Otu says, "Maybe try those two things first."
		DavidW asks, "We can't make the game unwinnable regardless, yes?"
DavidW says (to ClubFloyd), "e" 		
CF ] South Hallway 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, a closed violet door to 		
CF | the east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		Knight_Otu says, "So it said, yes."
DavidW says (to ClubFloyd), "e" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sunlit Attic 		
CF | An attic room bright with sunlight streaming in through a grimy 		
CF | window. The only exit is west through an open blue door. 		
CF | 		
CF | A large carved wooden chest is against the wall. 		
CF | 		
CF | A single small window is here. Sunlight streams through it. It 		
CF | overlooks a garden. 		
CF | 		
CF | You can also see a locket necklace and shards of mirror here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "love locket" 		
CF ] Locket's Perspective 		
CF | > 		
CF | > LOVE LOCKET 		
CF | 		
CF | Locket's Perspective 		
CF | You are inside the locket, seeing the room from this perspective. You 		
CF | are stuck here-- you cannot move in any direction. You'll have to find 		
CF | a way out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x locket" 		
CF ] Locket's Perspective 		
CF | > 		
CF | > X LOCKET 		
CF | 		
CF | An open locket necklace. It is a silver locket on a tarnished silver 		
CF | chain with a photograph under glass on the front: it's a picture of a 		
CF | girl with red hair in a wedding dress. A braided loop of hair is in 		
CF | the locket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x photograph" 		
CF ] Locket's Perspective 		
CF | > 		
CF | > X PHOTOGRAPH 		
CF | 		
CF | An open locket necklace. It is a silver locket on a tarnished silver 		
CF | chain with a photograph under glass on the front: it's a picture of a 		
CF | girl with red hair in a wedding dress. A braided loop of hair is in 		
CF | the locket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fear glass" 		
CF ] Locket's Perspective 		
CF | > 		
CF | > FEAR GLASS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hate locket" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > HATE LOCKET 		
CF | 		
CF | With a strong sensation of being vacuumed, you are pulled out of the 		
CF | locket back into the room. 		
CF | 		
CF | Sunlit Attic 		
CF | An attic room bright with sunlight streaming in through a grimy 		
CF | window. The only exit is west through an open blue door. 		
CF | 		
CF | A large carved wooden chest is against the wall. 		
CF | 		
CF | A single small window is here. Sunlight streams through it. It 		
CF | overlooks a garden. 		
CF | 		
CF | You can also see shards of mirror here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shards" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > X SHARDS 		
CF | 		
CF | Broken shards from the standing mirror litter the floor. 		
CF | 		
CF | > 		Knight_Otu says, "I guess being locketed up isn#t helpful."
DavidW says (to ClubFloyd), "love dial" 		
CF ] Latch's Perspective 		
CF | > 		
CF | > LOVE DIAL 		
CF | 		
CF | Latch's Perspective 		
CF | You are inside the latch, seeing the room from this perspective. You 		
CF | are stuck here-- you cannot move in any direction. You'll have to find 		
CF | a way out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Latch's Perspective 		
CF | > 		
CF | > L 		
CF | 		
CF | Latch's Perspective 		
CF | You are inside the latch, seeing the room from this perspective. You 		
CF | are stuck here-- you cannot move in any direction. You'll have to find 		
CF | a way out. 		
CF | 		
CF | You can see a latch here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x latch" 		
CF ] Latch's Perspective 		
CF | > 		
CF | > X LATCH 		
CF | 		
CF | A brass dial that needs to be turned in order to open the lid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hate dial" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > HATE DIAL 		
CF | 		
CF | With a strong sensation of being vacuumed, you are pulled out of the 		
CF | latch back into the room. 		
CF | 		
CF | Sunlit Attic 		
CF | An attic room bright with sunlight streaming in through a grimy 		
CF | window. The only exit is west through an open blue door. 		
CF | 		
CF | A large carved wooden chest is against the wall. 		
CF | 		
CF | A single small window is here. Sunlight streams through it. It 		
CF | overlooks a garden. 		
CF | 		
CF | You can also see a locket necklace and shards of mirror here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Landing 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Closet 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Closet 		
CF | A spacious closet with empty suitcases stacked up on the floor. You 		
CF | can exit south to the landing 		
CF | 		
CF | A shelf runs along the top of the closet. 		
CF | 		
CF | On the shelf is a vase. 		
CF | 		
CF | You can also see a coiled piece of leather here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "love vase" 		
CF ] Closet 		
CF | > 		
CF | > LOVE VASE 		
CF | 		
CF | It rejects your attempt. Perhaps because it's not metal, like your 		
CF | beloved soldier? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] South Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, a closed violet door to 		
CF | the east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		Knight_Otu says, "I suppose we need some more emotions."
DavidW says (to ClubFloyd), "excite violet" 		
CF ] South Hallway 		
CF | > 		
CF | > EXCITE VIOLET 		
CF | 		
CF | The violet door to the east slams open! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > E 		
CF | 		
CF | As you enter, you notice that there is a mural of two doves on the 		
CF | violet door. 		
CF | 		
CF | Comfortable Bedroom 		
CF | A large, sunny bedroom painted cream. It is furnished and decorated 		
CF | tastefully. You can exit to the west through the open violet door. 		
CF | 		
CF | You can see a loveseat, a dresser and a comfortable bed here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doves" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X DOVES 		
CF | 		
CF | A wooden door, painted violet, leading west. There is a mural on the 		
CF | door of two flying doves. It is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X BED 		
CF | 		
CF | A four-poster bed with a violet quilt. There are a few lustrous red 		
CF | hairs on the quilt. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hairs" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X HAIRS 		
CF | 		
CF | A few long hairs of a stunning red color. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x quilt" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X QUILT 		
CF | 		
CF | A luxurious violet quilt. 		
CF | 		
CF | > 		DavidW asks, "What color hair was in the locket?"
DavidW says (to ClubFloyd), "x loveseat" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X LOVESEAT 		
CF | 		
CF | A comfortable place to curl up with a book, covered in faded violet 		
CF | damask. You have a sudden memory: 		
CF | 		
CF | Eva, your sister, as a teenager, weeping on this loveseat. You went to 		
CF | her, and she struck out at you, saying "Grandfather never lets me go 		
CF | anywhere because of you-- because I have to watch you. I'm as trapped 		
CF | as you are. Just get away from me." 		
CF | 		
CF | > 		Knight_Otu asks, "Wasn't it red, too?"
		Knight_Otu says, "The woman in the locket's photograph had red hair, at least."
DavidW says (to ClubFloyd), "x dresser" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X DRESSER 		
CF | 		
CF | An antique dresser with three drawers: top, middle, and bottom. The 		
CF | fronts of the drawers are elaborately-- if amateurishly-- carved with 		
CF | birds and flowers. You feel a rush of tenderness toward these drawers. 		
CF | Because the person who carved them was Ian. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite bottom" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > EXCITE BOTTOM 		
CF | 		
CF | The drawer rattles, but it doesn't open like curtains or a door. It 		
CF | really needs to be pulled to open. 		
CF | 		
CF | > 		Knight_Otu says, "Yes, red hair, and examining it gave us the name Eva as well."
		DavidW says, "okay"
DavidW says (to ClubFloyd), "fond bottom" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > FOND BOTTOM 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "verbs" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > VERBS 		
CF | 		
CF | These are some verbs you may want to try at this time: 		
CF | examine 		
CF | look 		
CF | fear 		
CF | excite 		
CF | hate 		
CF | love 		
CF | 		
CF | > 		DavidW says, "Hold on. Someone's whispering to me."
		* DavidW has added PhilGoetz to the channel.
DavidW says (to ClubFloyd), "l" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > L 		
CF | 		
CF | Comfortable Bedroom 		
CF | A large, sunny bedroom painted cream. It is furnished and decorated 		
CF | tastefully. You can exit to the west through the open violet door. 		
CF | 		
CF | You can see a loveseat, a dresser and a comfortable bed here. 		
CF | 		
CF | > 		DavidW says, "Gimme a sec more. I need to help this new guy get here."
DavidW gets ClubFloyd Pass 01. 		
DavidW disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
DavidW has arrived. 		
PhilGoetz has arrived. 		DavidW says, "Welcome, Phil"
		Knight_Otu exclaims, "Hey there!"
PhilGoetz exclaims, "Hello!" 		DavidW says (to Phil), "We're in the middle of a game, and if you can remember, to please talk on the channel instead of in the room while we're playing."
		DavidW says, "I don't know if you've learned how to do that yet."
		DavidW says, "The first time, begin with #clubf and say your message after it."
		PhilGoetz says, "okay."
		DavidW says, "Subsequent times, you can use ; instead of #clubf because ; means your previous channel."
		DavidW says, "We're currently playing a game from the recent IF Comp where we play as a ghost."
DavidW says (to ClubFloyd), "version" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > VERSION 		
CF | 		
CF | What Heart Heard Of, Ghost Guessed 		
CF | An Interactive Fiction by Amanda Walker 		
CF | Release 1 / Serial number 211117 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | Identification number: //465A9505-C9EA-4A2B-B091-B4A8F4E3F467// 		
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, "We're still exploring the house we gained consciousness in, and emotions seem to be the way to interact with objects."
		Roger says, "Also your comments will be in a transcript that gets published publicly, just so you know"
		DavidW says, "oh yeah"
		PhilGoetz says, "okay. I'll lurk for a while to see how you do it."
		DavidW says, "thanks"
DavidW says (to ClubFloyd), "look" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Comfortable Bedroom 		
CF | A large, sunny bedroom painted cream. It is furnished and decorated 		
CF | tastefully. You can exit to the west through the open violet door. 		
CF | 		
CF | You can see a loveseat, a dresser and a comfortable bed here. 		
CF | 		
CF | > 		DavidW says, "I think there was more hall to visit."
DavidW says (to ClubFloyd), "w" 		
CF ] South Hallway 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bar" 		
CF ] South Hallway 		
CF | > 		
CF | > X BAR 		
CF | 		
CF | A heavy wooden bar, with a heart design carved into it, held by a 		
CF | wooden bracket on either side of the yellow door. 		
CF | You have conflicting emotions about the bar: a hateful feeling 		
CF | tempered by the sudden knowledge that this was carved by someone you 		
CF | care about. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, at least the north path."
DavidW says (to ClubFloyd), "n" 		
CF ] North Hallway 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is a closed red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		DavidW says, "The coloured doors are a little old-school."
DavidW says (to ClubFloyd), "e" 		
CF ] Bathroom 		
CF | > 		
CF | > E 		
CF | 		
CF | As you enter, you notice the eight ornamental rivets on the orange 		
CF | door. 		
CF | 		
CF | Bathroom 		
CF | A bathroom with a tub, sink, and toilet. The fixtures are all in the 		
CF | shape of swans. 		
CF | You can exit through the open orange door to the west. 		
CF | 		
CF | You can see a bathrobe and a medicine cabinet here. 		
CF | 		
CF | > 		Knight_Otu says, "Someone was stomping around earlier. Wonder where they may have gone."
DavidW says (to ClubFloyd), "x rivets" 		
CF ] Bathroom 		
CF | > 		
CF | > X RIVETS 		
CF | 		
CF | A wooden door, painted orange with eight large ornamental rivets in 		
CF | it, leading west. 		
CF | It is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tub" 		
CF ] Bathroom 		
CF | > 		
CF | > X TUB 		
CF | 		
CF | An old-fashioned enamelled claw foot tub with swan-shaped fixtures. It 		
CF | is huge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sink" 		
CF ] Bathroom 		
CF | > 		
CF | > X SINK 		
CF | 		
CF | A pedestal sink with swan-shaped fixtures. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toilet" 		
CF ] Bathroom 		
CF | > 		
CF | > X TOILET 		
CF | 		
CF | A pull-cord toilet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bathrobe" 		
CF ] Bathroom 		
CF | > 		
CF | > X BATHROBE 		
CF | 		
CF | Seeing it causes a memory to bubble up: a hawk-faced old man-- your 		
CF | grandfather-- wearing it, sometimes reading peacefully in a wingback 		
CF | chair stroking your hair. 		
CF | 		
CF | And sometimes with the belt, for you or for Eva. You remember him 		
CF | whipping Eva until she couldn't sit down for the pain. Because Eva 		
CF | didn't watch you carefully. Because you got out. 		
CF | 		
CF | The robe inspires a complex twist of emotions that clamor together, no 		
CF | one rising above the other: love, for he was often kind to you. So few 		
CF | people have ever touched you kindly. Fear, because he hurt you so 		
CF | badly. And because you thought he would never let you go. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cabinet" 		
CF ] Bathroom 		
CF | > 		
CF | > X CABINET 		
CF | 		
CF | A mirror-fronted medicine cabinet. It's closed. You glance at it only 		
CF | out of the corner of your eyes because it has a mirror on it, and 		
CF | mirrors provoke a powerful emotion. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Bathroom 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | A mirror-fronted medicine cabinet. It's closed. You glance at it only 		
CF | out of the corner of your eyes because it has a mirror on it, and 		
CF | mirrors provoke a powerful emotion. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite cabinet" 		
CF ] Bathroom 		
CF | > 		
CF | > EXCITE CABINET 		
CF | 		
CF | It's stuck. It tries to open, but fails. 		
CF | 		
CF | > 		DavidW says, "hmm"
		Roger says, "maybe just blow up the mirror anyway"
DavidW says (to ClubFloyd), "fear mirror" 		
CF ] Bathroom 		
CF | > 		
CF | > FEAR MIRROR 		
CF | 		
CF | The mirror on the cabinet front explodes, sending broken glass into 		
CF | the sink below. The inside of the cabinet is exposed: there is a note 		
CF | there. 		
CF | 		
CF | > 		Knight_Otu says, "Excite - open. Fear - destroy (possibly just glass and mirrors.)"
DavidW says (to ClubFloyd), "x note" 		
CF ] Bathroom 		
CF | > 		
CF | > X NOTE 		
CF | 		
CF | A handwritten note that reads: 		
CF | 		
CF | Ian-- 		
CF | I changed the combination for the keypad to Grandfather's room-- I 		
CF | think M has been snooping around again. I can't figure out how she's 		
CF | getting out. Please ensure that she's either contained or supervised 		
CF | at all times. I'm sure I don't need to remind you how important this 		
CF | is right now-- this is no time to be soft with her. 		
CF | -- Eva 		
CF | 		
CF | There's a picture of a rainbow with its seven colors in standard order 		
CF | under the signature. 		
CF | 		
CF | > 		Knight_Otu says, "Love - inhabit a metal object; hate - leave said object."
		DavidW says, "oh heck. That's why there's 8 rivets on the orange door. ORANGE = EIGHT."
		DavidW says, "Every door probably is decorated in a numerical way somehow."
DavidW says (to ClubFloyd), "w" 		
CF ] North Hallway 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is a closed red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		Knight_Otu says, "I guess so, yes. The mural on that one door was mentioned prominently."
DavidW says (to ClubFloyd), "x red door" 		
CF ] North Hallway 		
CF | > 		
CF | > X RED DOOR 		
CF | 		
CF | Other than its color, its only interesting features are the nine large 		
CF | buttons on the keypad bolt on the door: 1-9. It leads north. It is 		
CF | closed. 		
CF | 		
CF | > 		PhilGoetz says, "I'd have expected each color to have a number giving its position in the rainbow.."
		DavidW says, "So RED = 9."
DavidW says (to ClubFloyd), "x indigo" 		
CF ] North Hallway 		
CF | > 		
CF | > X INDIGO 		
CF | 		
CF | A door painted indigo, with three frosted glass panes across the top, 		
CF | leading west. 		
CF | It is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "indigo is 3" 		
CF ] North Hallway 		
CF | > 		
CF | > INDIGO IS 3 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Alcove 		
CF | > 		
CF | > W 		
CF | 		
CF | As you enter, you notice three panes of frosted glass on the indigo 		
CF | door. 		
CF | 		
CF | Alcove 		
CF | A sunny alcove that functions as a sitting room, with deep chairs and 		
CF | a big bay window. You can exit to the east through the open indigo 		
CF | door. 		
CF | 		
CF | You can see a coffee table (on which is a framed picture) here. 		
CF | 		
CF | > 		Roger says, "changing the combination involves, what, a lot of repainting, I guess"
		Knight_Otu says, "That, or a capable carpenter."
DavidW says (to ClubFloyd), "x picture" 		
CF ] Alcove 		
CF | > 		
CF | > X PICTURE 		
CF | 		
CF | A picture of a dashingly handsome young man with a book in his hand. 		
CF | He looks intelligent, with a winsome smile. You are overcome with 		
CF | emotion and memories at the sight of him. Ian. He read poems to you 		
CF | from that book, and when you were young, you thought he was a hero. 		
CF | When you grew older, you thought he was the most desirable man in the 		
CF | world. You can hear his deep voice now, reading a sad poem: 		
CF | 		
CF | "Margaret, are you grieving 		
CF | Over Goldengrove unleaving..." 		
CF | 		
CF | This is your name. Margaret. You know this suddenly and surely. How 		
CF | could you have forgotten? And the desire you feel for this man 		
CF | overwhelms you. 		
CF | 		
CF | Desire picture. 		
CF | 		
CF | Desire picture. 		
CF | 		
CF | The picture flies off the coffee table and comes hurtling toward you, 		
CF | passes through you, and hits the wall opposite, smashing to pieces. 		
CF | 		
CF | The force of desiring is very strong, and very connected to Ian. You 		
CF | wonder if you could do it from farther away. 		
CF | 		
CF | > 		PhilGoetz says, "the colors are numbered in rainbow order, but missing colors 1 and 2."
		Roger says, "oh, that's for the carved bar, perhaps"
		DavidW says, "The drawers, I think. Looks like PULL, not LIFT."
		Knight_Otu asks, "The drawers, the bar, and I think the vase were made by Ian, I think?"
		DavidW says, "We could try to pull the vase or medicine cabinet too."
		DavidW says, "oh, yeah. It might be limited to Ian-made things."
		DavidW says, "Interesting that it mentions a distance aspect, as if we could pull something to us from another location."
DavidW says (to ClubFloyd), "x table" 		
CF ] Alcove 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | A handsome cherrywood coffee table by the low-slung chairs. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, that seems odd."
DavidW says (to ClubFloyd), "x chairs" 		
CF ] Alcove 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | Comfortable chairs covered in soft printed fabric. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x window" 		
CF ] Alcove 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | A large bay window looking over a long path lined with tall, graceful 		
CF | trees. The leaves of the trees are a golden color. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trees" 		
CF ] Alcove 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | Tall graceful trees with golden leaves. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] North Hallway 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is a closed red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		DavidW says, "I'd like to backtrack a bit before heading downstairs."
		DavidW asks, "Okay?"
		Roger says, "surely"
DavidW says (to ClubFloyd), "s" 		
CF ] South Hallway 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x yellow door" 		
CF ] South Hallway 		
CF | > 		
CF | > X YELLOW DOOR 		
CF | 		
CF | A wooden four-panel door, painted yellow, leading south. It opens 		
CF | outward instead of inward, and has a bar across it securing it. It is 		
CF | closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire bar" 		
CF ] South Hallway 		
CF | > 		
CF | > DESIRE BAR 		
CF | 		
CF | The bar strains against the brackets. 		
CF | 		
CF | > 		DavidW says, "yeah, I didn't think that would work."
DavidW says (to ClubFloyd), "x green door" 		
CF ] South Hallway 		
CF | > 		
CF | > X GREEN DOOR 		
CF | 		
CF | A door that is a smooth, single piece of wood, painted green, leading 		
CF | west. It is open. 		
CF | 		
CF | > 		DavidW says, "I guess green = 1"
DavidW says (to ClubFloyd), "x violet" 		
CF ] South Hallway 		
CF | > 		
CF | > X VIOLET 		
CF | 		
CF | A wooden door, painted violet, leading east. There is a mural on the 		
CF | door of two flying doves. It is open. 		
CF | 		
CF | > 		Knight_Otu says, "Makes sense."
		DavidW says, "I haven't seen a blue door yet, but ROYGBIV = 9841?32 so far."
DavidW says (to ClubFloyd), "e" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Comfortable Bedroom 		
CF | A large, sunny bedroom painted cream. It is furnished and decorated 		
CF | tastefully. You can exit to the west through the open violet door. 		
CF | 		
CF | You can see a loveseat, a dresser and a comfortable bed here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire bottom" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > DESIRE BOTTOM 		
CF | 		
CF | The bottom drawer pulls part way out of the dresser, spilling its 		
CF | contents: a box. 		
CF | 		
CF | > 		Knight_Otu says, "I think the blue door is upstairs."
DavidW says (to ClubFloyd), "x box" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | A little ebony jewelry box inlaid with gold. Semiprecious jewels spell 		
CF | the name "Eva" on the lid. An ornate gold lock holds it closed. You 		
CF | adore this box and wish you had one like it. Ian gave it to Eva and 		
CF | you were fascinated by the little ornate gold lock and key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite box" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > EXCITE BOX 		
CF | 		
CF | The lid strains to open, but the box is locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire middle" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > DESIRE MIDDLE 		
CF | 		
CF | The middle drawer pulls part way out of the dresser, spilling its 		
CF | contents: clothing and a piece of paper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x paper" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | A note, reading: 		
CF | E-- 		
CF | Triple the dosage should work since she's so small. If you're sure, 		
CF | we'll do it tonight. God help us. 		
CF | -- I 		
CF | 		
CF | > 		Roger says, "maybe we can love that box open"
		Knight_Otu says, "Geeze."
		Knight_Otu says, "Geeze at the note, not Roger."
		DavidW asks, "I'd like to know what the hell grandfather and Ian and Eva were insistant on keeping us prisoner and drugged. Were we a telekinetic in life or what?"
		Roger says, "It's quite the mystery"
		DavidW says, "Like, we're telekinetic in DEATH now, so they're out of options."
DavidW says (to ClubFloyd), "x clothing" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X CLOTHING 		
CF | 		
CF | Fashionable clothing, made for a slender woman. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire top" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > DESIRE TOP 		
CF | 		
CF | The top drawer pulls partway out of the dresser, spilling its 		
CF | contents: silk and lace undergarments. 		
CF | 		
CF | > 		Knight_Otu says, "I think Ian and Eve wanted worse than keep us prisoner. It surely sounds like they wanted us dead as we are now."
DavidW says (to ClubFloyd), "x silk" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X SILK 		
CF | 		
CF | Expensive negligees of silk and lace. 		
CF | 		
CF | > 		PhilGoetz says, "my guess is that the author invented the telekinesis as a way for a ghost to interact with the world, rather than as a plot point."
		DavidW says, "oh, one of them killed us, I'm sure."
		PhilGoetz says, "but it's gotta be more complicated than that. Just 'a bunch of people all treated a little girl terribly' wouldn't make a good story."
		DavidW says (to PhilGoetz), "maybe, but a rogue TK is difficult to deal with if they stay awake."
		DavidW says, "I want to check out the vase again"
DavidW says (to ClubFloyd), "w" 		
CF ] South Hallway 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Closet 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Closet 		
CF | A spacious closet with empty suitcases stacked up on the floor. You 		
CF | can exit south to the landing 		
CF | 		
CF | A shelf runs along the top of the closet. 		
CF | 		
CF | On the shelf is a vase. 		
CF | 		
CF | You can also see a coiled piece of leather here. 		
CF | 		
CF | > 		Knight_Otu says, "The earlier note said something to the effect that they don't know how we kept getting out, so I don't think Ian and Eve knew about is being telekinetic, if that's the case."
DavidW says (to ClubFloyd), "desire vase" 		
CF ] Closet 		
CF | > 		
CF | > DESIRE VASE 		
CF | 		
CF | The vase flies to you, through you, crashes to the ground, and breaks 		
CF | into pieces. A small ornate gold key was inside the vase and now lies 		
CF | on the floor. Eva was always hiding that key from you, trying to keep 		
CF | her privacy. Her voice echoes in your mind: "Stop snooping, Margaret! 		
CF | Can't I ever have anything to myself? Ian gave it to me, not you!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x key" 		
CF ] Closet 		
CF | > 		
CF | > X KEY 		
CF | 		
CF | A small ornate gold key with a heart design at the top. You remember 		
CF | Ian putting that key in a slender woman's hand, closing her fingers 		
CF | over it, and kissing the hand. 		
CF | 		
CF | > 		DavidW says, "So, moving that key to the box or vice-versa, then using the key could be very tricky."
PhilGoetz says (to ClubFloyd), "|" 		
PhilGoetz says (to ClubFloyd), "| A picture of a dashingly handsome young man with a book in his hand." 		
PhilGoetz says (to ClubFloyd), "| He looks intelligent, with a winsome smile. You are overcome with" 		
PhilGoetz says (to ClubFloyd), "| emotion and memories at the sight of him. Ian. He read poems to you" 		
PhilGoetz says (to ClubFloyd), "| from that book, and when you were young, you thought he was a hero." 		
PhilGoetz says (to ClubFloyd), "| When you grew older, you thought he was the most desirable man in the" 		
PhilGoetz says (to ClubFloyd), "| world. You can hear his deep voice now, reading a sad poem:" 		
CF ] Closet 		
CF | > 		
CF | > | 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
CF ] Closet 		
CF | > 		
CF | > | A PICTURE OF A DASHINGLY HANDSOME YOUNG MAN WITH A BOOK IN HIS 		
CF | HAND. 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
CF ] Closet 		
CF | > 		
CF | > | HE LOOKS INTELLIGENT, WITH A WINSOME SMILE. YOU ARE OVERCOME WITH 		
CF | 		
CF | You try to speak, but find you cannot. 		
CF | 		
CF | > 		
CF ] Closet 		
CF | > 		
CF | > | EMOTION AND MEMORIES AT THE SIGHT OF HIM. IAN. HE READ POEMS TO 		
CF | YOU 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
CF ] Closet 		
CF | > 		
CF | > | FROM THAT BOOK, AND WHEN YOU WERE YOUNG, YOU THOUGHT HE WAS A 		
CF | HERO. 		
CF | 		
CF | You try to speak, but find you cannot. 		
CF | 		
CF | > 		
CF ] Closet 		
CF | > 		
CF | > | WHEN YOU GREW OLDER, YOU THOUGHT HE WAS THE MOST DESIRABLE MAN IN 		
CF | THE 		
CF | 		
CF | You try to speak, but find you cannot. 		
CF | 		
CF | > 		
CF ] Closet 		
CF | > 		
CF | > | WORLD. YOU CAN HEAR HIS DEEP VOICE NOW, READING A SAD POEM: 		
CF | 		
CF | You try to speak, but find you cannot. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, we have no emotion for take, do we."
		Roger says, "nope that's not right"
		PhilGoetz says, "Sorry; i right-clicked accidentally."
		Roger says, "s'alright; we've all made mistakes like that"
		Knight_Otu says, "I once managed to almost activate transcript mode."
		DavidW says (to PhilG), "The > character is one way to tell CF to do something."
		Roger says, "anyways now we've got a key and a box and need some way to get them together, I reckon"
		Roger says, "hunh didn't know that about > but it's clever"
		DavidW says, "I think we have to go downstairs from north hallway."
		Knight_Otu asks, "There was a stairway down in the north hallway, right? Was it closed off?"
		Knight_Otu says, "Right."
DavidW says (to ClubFloyd), "s" 		
CF ] Landing 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] South Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] North Hallway 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is a closed red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] North Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | There are people talking below. You are so shy of other people that 		
CF | you hesitate. You cannot see yourself, but what if they can see you? 		
CF | Memories wash over you: when people see you, they flinch. They look 		
CF | away. You can't go down until they're gone. 		
CF | You hear a fragment of conversation: 		
CF | A woman's voice says, "Margaret? She left yesterday. She just didn't 		
CF | want to be here when Grandfather passes." 		
CF | You know that voice. A flash of memory: red hair; beauty. 		
CF | A man says, "Poor thing. But brave to go out into the world. I 		
CF | suppose she'll be in touch about the estate?" 		
CF | Another flash of memory: a man you've heard, but never met. You've 		
CF | eavesdropped on this voice before; he's grandfather's lawyer. 		
CF | Another man says, "Of course she will, Dooley. Her health is so 		
CF | delicate, though. I hate to think of her all alone out there. How 		
CF | cruelly people will treat her. " 		
CF | You feel warm. You know this voice: the most wonderful voice in the 		
CF | world...Ian. 		
CF | 		
CF | 		
CF | The voices continue, chatting about death, and estates. You can't go 		
CF | down while they are there. 		
CF | 		
CF | > 		DavidW says, "hmm"
		DavidW asks, "wait, was the attic door blue?"
		Knight_Otu says, ">FEAR HOUSE"
DavidW says (to ClubFloyd), "s" 		
CF ] South Hallway 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		Knight_Otu says, "Yes."
DavidW says (to ClubFloyd), "x blue door" 		
CF ] Landing 		
CF | > 		
CF | > X BLUE DOOR 		
CF | 		
CF | A wooden six-panel door, painted blue, leading east. It is open. 		
CF | 		
CF | > 		DavidW says, "There. We can unlock the keypad door now."
		PhilGoetz says, "so, probably our task is to get our killer(s) caught."
DavidW says (to ClubFloyd), "d" 		
CF ] South Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] North Hallway 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is a closed red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire 9" 		
CF ] North Hallway 		
CF | > 		
CF | > DESIRE 9 		
CF | 		
CF | You haven't examined anything like this closely enough to know if it's 		
CF | desirable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x keypad" 		
CF ] North Hallway 		
CF | > 		
CF | > X KEYPAD 		
CF | 		
CF | A keypad bolt, with buttons numbered 1-9. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire 9 button" 		
CF ] North Hallway 		
CF | > 		
CF | > DESIRE 9 BUTTON 		
CF | 		
CF | You haven't examined anything like this closely enough to know if it's 		
CF | desirable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x button 9" 		
CF ] North Hallway 		
CF | > 		
CF | > X BUTTON 9 		
CF | 		
CF | You see nothing special about the #9 button. 		
CF | 		
CF | > 		DavidW says, "oh, wait, desire is pull an Ian-thing, not push."
DavidW says (to ClubFloyd), "e" 		
CF ] Bathroom 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Bathroom 		
CF | A bathroom with a tub, sink, and toilet. The fixtures are all in the 		
CF | shape of swans. 		
CF | You can exit through the open orange door to the west. 		
CF | 		
CF | You can see a note, a bathrobe and a shattered medicine cabinet here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire cabinet" 		
CF ] Bathroom 		
CF | > 		
CF | > DESIRE CABINET 		
CF | 		
CF | (the shattered medicine cabinet) 		
CF | You can't desire it. It has no connection to Ian. 		
CF | 		
CF | > 		DavidW says, "right"
		Knight_Otu asks, "I guess desire the key to the location of the box, then?"
		DavidW says, "we can try, yes."
DavidW says (to ClubFloyd), "w" 		
CF ] North Hallway 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is a closed red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] South Hallway 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Closet 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Closet 		
CF | A spacious closet with empty suitcases stacked up on the floor. You 		
CF | can exit south to the landing 		
CF | 		
CF | A shelf runs along the top of the closet. 		
CF | 		
CF | You can see pottery remnants, a key and a coiled piece of leather 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire key" 		
CF ] Closet 		
CF | > 		
CF | > DESIRE KEY 		
CF | 		
CF | The key comes flying to you, through you, and falls to the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Landing 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire key" 		
CF ] Landing 		
CF | > 		
CF | > DESIRE KEY 		
CF | 		
CF | The key comes flying to you, through you, and falls to the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] South Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		Roger says, "hmmm so if we inhabit the box first..."
DavidW says (to ClubFloyd), "desire key" 		
CF ] South Hallway 		
CF | > 		
CF | > DESIRE KEY 		
CF | 		
CF | The key comes flying to you, through you, and falls to the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Comfortable Bedroom 		
CF | A large, sunny bedroom painted cream. It is furnished and decorated 		
CF | tastefully. You can exit to the west through the open violet door. 		
CF | 		
CF | The top drawer has pulled partway out of the dresser, spilling its 		
CF | contents: silk and lace undergarments. 		
CF | 		
CF | The middle drawer has pulled partway out of the dresser, spilling its 		
CF | contents: clothing and a piece of paper. 		
CF | 		
CF | The bottom drawer has pulled partway out of the dresser, spilling its 		
CF | contents: a box. 		
CF | 		
CF | You can see a box (closed), a loveseat, a dresser and a comfortable 		
CF | bed here. 		
CF | 		
CF | > 		Knight_Otu says, "Oh, yes."
DavidW says (to ClubFloyd), "desire key" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > DESIRE KEY 		
CF | 		
CF | The key comes flying to you, through you, and falls to the floor. 		
CF | 		
CF | > 		PhilGoetz says, "possibly we'll need to get a living human to use the key."
		DavidW says, "okay, key and box are together"
		Roger says, "so hmm I guess try loving that box"
DavidW says (to ClubFloyd), "love box" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > LOVE BOX 		
CF | 		
CF | It rejects your attempt. Perhaps because it's not metal, like your 		
CF | beloved soldier... or like the lock on the box. 		
CF | 		
CF | > 		Roger says, "ahh"
DavidW says (to ClubFloyd), "love lock" 		
CF ] Lock's Perspective 		
CF | > 		
CF | > LOVE LOCK 		
CF | 		
CF | Lock's Perspective 		
CF | You are inside the gold lock of the little box, seeing the room from 		
CF | this perspective. You are stuck here-- you cannot move in any 		
CF | direction. You'll have to find a way out. 		
CF | 		
CF | > 		PhilGoetz says, "or not."
DavidW says (to ClubFloyd), "desire key" 		
CF ] Lock's Perspective 		
CF | > 		
CF | > DESIRE KEY 		
CF | 		
CF | The key comes flying into the lock and turns with a click. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hate box" 		
CF ] Lock's Perspective 		
CF | > 		
CF | > HATE BOX 		
CF | 		
CF | Everything looks small and faraway from here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hate lock" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > HATE LOCK 		
CF | 		
CF | With a strong sensation of being vacuumed, you are pulled out of the 		
CF | lock back into the room. 		
CF | 		
CF | Comfortable Bedroom 		
CF | A large, sunny bedroom painted cream. It is furnished and decorated 		
CF | tastefully. You can exit to the west through the open violet door. 		
CF | 		
CF | The top drawer has pulled partway out of the dresser, spilling its 		
CF | contents: silk and lace undergarments. 		
CF | 		
CF | The middle drawer has pulled partway out of the dresser, spilling its 		
CF | contents: clothing and a piece of paper. 		
CF | 		
CF | The bottom drawer has pulled partway out of the dresser, spilling its 		
CF | contents: a box. 		
CF | 		
CF | You can see a box (closed), a loveseat, a dresser and a comfortable 		
CF | bed here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite box" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > EXCITE BOX 		
CF | 		
CF | The box opens, revealing a little glass bottle and a syringe. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bottle" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X BOTTLE 		
CF | 		
CF | A little glass bottle of morphine. It is almost empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x syringe" 		
CF ] Comfortable Bedroom 		
CF | > 		
CF | > X SYRINGE 		
CF | 		
CF | A plastic medical syringe with a sharp needle. It provokes a strong 		
CF | emotion and memory in you: needles like this have been used on you all 		
CF | your life. You fought like hell every time you saw one, but they held 		
CF | you down, and put the needle in you, and then you lost consciousness. 		
CF | They used it to control you, keep you from getting out, from going 		
CF | anywhere. The emotion roars out of you: you have enormous anger at the 		
CF | syringe. 		
CF | 		
CF | Anger syringe. 		
CF | 		
CF | Anger syringe. 		
CF | 		
CF | The syringe is violently pushed back. 		
CF | 		
CF | > 		Roger says, "That was a bit of innuendo"
		DavidW says, "We have a push verb now."
		Knight_Otu says, "And now we can push things."
		Knight_Otu says, "Right."
DavidW says (to ClubFloyd), "w" 		
CF ] South Hallway 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] North Hallway 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is a closed red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger 9" 		
CF ] North Hallway 		
CF | > 		
CF | > ANGER 9 		
CF | 		
CF | The #9 Button depresses... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger 8" 		
CF ] North Hallway 		
CF | > 		
CF | > ANGER 8 		
CF | 		
CF | The #8 Button depresses... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger 4" 		
CF ] North Hallway 		
CF | > 		
CF | > ANGER 4 		
CF | 		
CF | The #4 Button depresses... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger 1" 		
CF ] North Hallway 		
CF | > 		
CF | > ANGER 1 		
CF | 		
CF | The #1 Button depresses... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger 6" 		
CF ] North Hallway 		
CF | > 		
CF | > ANGER 6 		
CF | 		
CF | The #6 Button depresses... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger 3" 		
CF ] North Hallway 		
CF | > 		
CF | > ANGER 3 		
CF | 		
CF | The #3 Button depresses... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger 2" 		
CF ] North Hallway 		
CF | > 		
CF | > ANGER 2 		
CF | 		
CF | 		
CF | The red door clicks as the bolt unlocks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite red" 		
CF ] North Hallway 		
CF | > 		
CF | > EXCITE RED 		
CF | 		
CF | The red door to the north slams open! 		
CF | 		
CF | > 		Roger says, "I guess we had 50/50 with the order"
		Roger says, "either outside-in, or inside-out, on the rainbow"
		DavidW asks, "You think it could've been VIBGYOR?"
		Roger says, "Sure"
		DavidW says, "I've yet to see anyone do that with the rainbow. Other codes, yes."
DavidW says (to ClubFloyd), "n" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Master Bedroom 		
CF | A large bedroom decorated in dark colors. It is furnished with a 		
CF | regal-looking bed with a soft coverlet, a cluttered nightstand, and an 		
CF | armchair with a side table by it. There is an old man in the bed. 		
CF | 		
CF | You can exit through the open red door to the south. 		
CF | 		
CF | > 		Knight_Otu says, "Hello grandpa."
		Roger says, "gird thy loins, old man"
DavidW says (to ClubFloyd), "x man" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X MAN 		
CF | 		
CF | A hawk-faced old man, barely breathing, barely alive. Grandfather. You 		
CF | feel a rush of tangled emotions looking at him. 		
CF | The old man is clearly at the very brink of death, and you feel a 		
CF | sudden and intense kinship with him that draws you nearer to him. His 		
CF | eyes open as you hover over him, and he says, "Margaret?" in such a 		
CF | wondering tone, and then without warning, you are in the old man. 		
CF | 		
CF | It's a maelstrom of emotions: terror of death, fear of living, 		
CF | memories of love and lust and loss, winning and losing... 		
CF | 		
CF | But one emotion stands out sharp and clear above the rest: regret. 		
CF | Terrible, gnawing regret about Margaret. About you. He remembers 		
CF | standing over your shaking, small form with the belt. He remembers the 		
CF | embarrassment he felt at your appearance, and how petty that seems to 		
CF | him now. Why had he imprisoned a child because of something beyond her 		
CF | control? 		
CF | 		
CF | Regret old man. 		
CF | 		
CF | Regret old man. 		
CF | 		
CF | The old man breathes out a deep, rattling breath, and with it ejects 		
CF | you. 		
CF | 		
CF | You are again in the Master bedroom. The old man takes one more 		
CF | wheezing breath, and his eyes glass over. He's dead. 		
CF | 		
CF | > 		Roger says, "oh that was easy"
		DavidW asks, "What did REGRET do?"
		Roger says, "killed him, looks like"
		DavidW says, "yikes."
DavidW says (to ClubFloyd), "x man" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X MAN 		
CF | 		
CF | A hawk-faced old man in a regal bed. He's dead. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X BED 		
CF | 		
CF | A grand bed, carved of ribbon-grained wood, with a velvet coverlet. 		
CF | There is an old man lying in it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x coverlet" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X COVERLET 		
CF | 		
CF | A grand bed, carved of ribbon-grained wood, with a velvet coverlet. 		
CF | There is an old man lying in it. 		
CF | 		
CF | > 		Roger says, "Doesn't even have the decency to join us in ghosthood"
DavidW says (to ClubFloyd), "x nightstand" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X NIGHTSTAND 		
CF | 		
CF | A nightstand made of the same wood as the bed. There are a handwritten 		
CF | letter and a legal document on the nightstand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x letter" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X LETTER 		
CF | 		
CF | A letter to Richard Gray from Althea Gray. It reads: 		
CF | 		
CF | Dear Richard-- 		
CF | I'm sorry your health is failing so badly. At our age, we must be 		
CF | prepared for the end. And so many others gone-- Alicia and Daniel 		
CF | taken so long ago when Eva and Margaret were so young. Your Laura so 		
CF | soon after, withered by grief by the loss of her child. And even 		
CF | though I never much liked Viola, I did understand why you married her 		
CF | after losing Laura, and was sorry at her passing. I always did like 		
CF | that son of hers, although it has always seemed indecent that he 		
CF | married Eva after growing up with her as a brother. 		
CF | 		
CF | You know I would have loved to come see you, and Goldengrove, one last 		
CF | time, but I simply can't come to that house while you continue to 		
CF | treat one of your granddaughters so wretchedly. 		
CF | 		
CF | The world has changed, Rich. Disfiguring disease is no shame any 		
CF | longer, and Margaret has such a sweet nature and lively intellect. 		
CF | Despite the shock of her appearance, I quite prefer her to Eva, who 		
CF | always struck me as being an insincere and calculating girl. One can 		
CF | only hope that marriage to Ian has improved her nature. 		
CF | 		
CF | I worry that when you are gone, Eva will continue what you started, 		
CF | but Margaret will not have anyone any longer who cares for her. Please 		
CF | think of both girls when planning your estate. 		
CF | 		
CF | Your loving and ever-hopeful sister, Althea. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x legal" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X LEGAL 		
CF | 		
CF | A copy of a will, written by Alan Dooley, esq. Scanning it, you see 		
CF | that the last will and testament of Richard Gray leaves his entire 		
CF | estate to his two granddaughters, Eva and Margaret, to be split 		
CF | equally between them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x armchair" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X ARMCHAIR 		
CF | 		
CF | A wingback armchair that looks both comfortable and imposing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x table" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | An elegant little side table with a book on it. 		
CF | 		
CF | > 		Roger says, "All these multicoloured doors could have been ours, but no"
DavidW says (to ClubFloyd), "x book" 		
CF ] The Master Bedroom 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | A handsome but battered book covered in embossed leather with 		
CF | gilt-edged pages. The cover reads "The Poems of Gerard Manley 		
CF | Hopkins". You remember this book. Your handsome stepbrother Ian used 		
CF | to read it to you as you gazed at him and listened to words that spoke 		
CF | to the love and hope and sadness in your heart. There was one that 		
CF | seemed to be about you, with your name in it. An emotion ripples 		
CF | through you, one rarely felt in all your life. Elation. Elation at the 		
CF | sight of this beloved book and the happiness it brought you. 		
CF | 		
CF | Elate book. 		
CF | 		
CF | Elate book. 		
CF | 		
CF | The book rises into the air for a moment and then thumps back down. 		
CF | 		
CF | You stare at it, realizing that for all the happiness Ian brought you 		
CF | with this book, he is not the person you thought he was when you were 		
CF | a lovestruck child. 		
CF | 		
CF | > 		Roger says, "eww"
		DavidW says, "That's our LIFT command for the bar, I'm sure."
		Roger says, "yeah that seems likely"
		Knight_Otu says, "..Yeah."
		PhilGoetz says, "Read [LINK]"
		DavidW asks, "And probably our bedroom would be the barred one, yes?"
		DavidW says, "Our own body is likely in there."
DavidW says (to ClubFloyd), "s" 		
CF ] North Hallway 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is an open red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		Roger says, "maybe we can get back in"
		Knight_Otu says, "There#s also the chest in the attic."
		Roger asks, "oh do we want to try to possess zombie grandpa first?"
		Roger says, "oh he's not made of tin"
		Roger says, "booo"
		DavidW says, "I don't know how to deal with the chest yet."
DavidW says (to ClubFloyd), "s" 		
CF ] South Hallway 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is a closed yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "elate bar" 		
CF ] South Hallway 		
CF | > 		
CF | > ELATE BAR 		
CF | 		
CF | The bar rises in the air. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite yellow" 		
CF ] South Hallway 		
CF | > 		
CF | > EXCITE YELLOW 		
CF | 		
CF | Before you can muster up the emotion... 		
CF | 		
CF | The bar falls back into the brackets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "elate bar" 		
CF ] South Hallway 		
CF | > 		
CF | > ELATE BAR 		
CF | 		
CF | The bar rises in the air. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire bar" 		
CF ] South Hallway 		
CF | > 		
CF | > DESIRE BAR 		
CF | 		
CF | The bar flies to you, through you, and hits the floor, breaking into 		
CF | pieces. 		
CF | 		
CF | You look at the fragments of the bar, carved by Ian and used, with his 		
CF | knowledge, to keep you imprisoned. It's the last straw. You feel all 		
CF | your former desire drain away. 		
CF | 		
CF | > 		Knight_Otu says, "Elate, desire... right."
		DavidW says, "oh, no more desire"
		DavidW says, "poor handsome Ian is gonna get disfigured"
DavidW says (to ClubFloyd), "excite yellow" 		
CF ] South Hallway 		
CF | > 		
CF | > EXCITE YELLOW 		
CF | 		
CF | The yellow door to the south slams open! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Prison Room 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Prison Room 		
CF | A comfortably furnished room full of color, books, and art on the 		
CF | walls, but it has no windows and it lacks a doorknob on the inside. 		
CF | It's a prison. It's your prison. Memories and emotions flood you. You 		
CF | have lived in this room your entire life. You have very seldom been 		
CF | out of it since childhood-- only when you found the secret door, and 		
CF | when no one could possibly see you. Your family gave you games, 		
CF | activities, books, and art, but not freedom. Never freedom. So you 		
CF | poured your life into art. 		
CF | 		
CF | The south wall is made of bricks, with a large painted canvas of a 		
CF | cityscape hanging on it. 		
CF | 		
CF | You can exit through the open yellow door to the north. 		
CF | 		
CF | You can see a pretty bed, a night table, a bookshelf and an easel 		
CF | here. 		
CF | 		
CF | > 		DavidW asks, "And secret door, Mags? Where's that?"
		Roger says, "It's a secret"
DavidW says (to ClubFloyd), "x canvas" 		
CF ] Prison Room 		
CF | > 		
CF | > X CANVAS 		
CF | 		
CF | On the brick wall, a large painted canvas of a cityscape by a river, 		
CF | with tall buildings looking over parks and boats on the river. 		
CF | 		
CF | You painted this. The swirling M signature is in the corner. 		
CF | 		
CF | It's the kind of place you have never been. Could never go to. So you 		
CF | made it your escape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bricks" 		
CF ] Prison Room 		
CF | > 		
CF | > X BRICKS 		
CF | 		
CF | The south wall is made of bricks, with a large painted canvas on it. 		
CF | 		
CF | > 		DavidW says, "Probably behind the canvas"
DavidW says (to ClubFloyd), "x bed" 		
CF ] Prison Room 		
CF | > 		
CF | > X BED 		
CF | 		
CF | A little bed, brightly colored and comfortable. You remember it: the 		
CF | same bed you slept in all your life, alone. The last place you can 		
CF | remember being before waking up in the attic. Where they held you down 		
CF | to inject you. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly."
DavidW says (to ClubFloyd), "x table" 		
CF ] Prison Room 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | A brightly painted night table with a photograph on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x photo" 		
CF ] Prison Room 		
CF | > 		
CF | > X PHOTO 		
CF | 		
CF | A photograph of two girls, both around 10 years old. The last picture 		
CF | ever taken of you, many years ago. There is Eva, red hair rippling in 		
CF | the breeze, smiling at the camera. And there is you, with the bones of 		
CF | your head and face bulging and sinking, a few wisps of red hair 		
CF | stretched over a distorted skull. Your hands were caught by the camera 		
CF | in the act of trying to cover your face. 		
CF | 		
CF | This was you. You remember now. You have a disorder that slowly 		
CF | disfigured your face as you grew. When you were small, you were 		
CF | allowed outside, and as the disorder progressed, your grandfather 		
CF | stopped letting you go out, ashamed of you. They always said you were 		
CF | too delicate and frail to leave, but you knew better-- you could do 		
CF | anything they could, and much that they could not. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x easel" 		
CF ] Prison Room 		
CF | > 		
CF | > X EASEL 		
CF | 		
CF | An artist's easel, splattered with paint, holding a watercolor of a 		
CF | girl-- of Margaret-- of you. It shows a strangely formed young woman 		
CF | with flowers erupting from her face and twining around her body. It's 		
CF | quite beautiful, this self-portrait you made. You captured your 		
CF | deformities, all the things that others told you made you ugly. But it 		
CF | also shows beauty. And the painting is undeniably made by a talented 		
CF | artist. 		
CF | 		
CF | Your swirling M signature is in the corner. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x signature" 		
CF ] Prison Room 		
CF | > 		
CF | > X SIGNATURE 		
CF | 		
CF | The swirling M signature you use to sign your paintings. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x books" 		
CF ] Prison Room 		
CF | > 		
CF | > X BOOKS 		
CF | 		
CF | A bookshelf crammed with games, puzzles, books, and a huge amount of 		
CF | art supplies. Everything a person could need to fill up hours and days 		
CF | with reading and playing and creating art. All these things you had, 		
CF | and occasionally some company: your sister Eva, who was carelessly 		
CF | beautiful and always rushing away to her life of friends and events. 		
CF | Your stepbrother Ian, the light of your life, who read you poetry. 		
CF | Your grandfather, who could never look you in the face, never meet 		
CF | your eyes. A housekeeper who brought you meals and cleaned your room 		
CF | and spoke gently to you, but who always rushed out as fast as she 		
CF | could. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x art" 		
CF ] Prison Room 		
CF | > 		
CF | > X ART 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "desire canvas" 		
CF ] Prison Room 		
CF | > 		
CF | > DESIRE CANVAS 		
CF | 		
CF | Your ability to desire has wilted with what you now know about Ian. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "verbs" 		
CF ] Prison Room 		
CF | > 		
CF | > VERBS 		
CF | 		
CF | These are some verbs you may want to try at this time: 		
CF | examine 		
CF | look 		
CF | fear 		
CF | excite 		
CF | hate 		
CF | love 		
CF | anger 		
CF | regret 		
CF | elate 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "regret canvas" 		
CF ] Prison Room 		
CF | > 		
CF | > REGRET CANVAS 		
CF | 		
CF | You feel you can only do this to people. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "elate canvas" 		
CF ] Prison Room 		
CF | > 		
CF | > ELATE CANVAS 		
CF | 		
CF | The painting rises off its hook, tilts, and crashes to the floor, 		
CF | revealing a ragged hole in the brick wall to the south. The hole 		
CF | brings a memory: 		
CF | 		
CF | A younger Margaret is screaming and banging on all the walls of her 		
CF | room. You had gradually been confined for longer and longer, until one 		
CF | day they didn't let you out at all. You threw everything you had at 		
CF | the walls and kicked at them with your feet, demanding to be let out. 		
CF | And a single brick slid backwards from the brick wall and fell from 		
CF | sight, showing you a long-forgotten space behind the brick wall. And 		
CF | over the next year, you worked and worked at chipping away at the 		
CF | bricks with anything sharp you could find, pushing more of them back, 		
CF | enlarging the hole, and hanging a painting over it to hide it. Until 		
CF | one day, the hole was big enough to slip through. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Dumbwaiter 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | You stop a moment and look back at the room that imprisoned you. Your 		
CF | family-- all of them-- thought you were a monster, and treated you 		
CF | that way. 		
CF | But now you know who the monsters really were. 		
CF | 		
CF | Dumbwaiter 		
CF | A tiny space meant for sending food up from the kitchen and for 		
CF | sending dirty dishes down. It had long ago been deemed unsafe and 		
CF | bricked up, then forgotten. This is how you escaped from your prison 		
CF | and wandered the house. 		
CF | 		
CF | The memory of the belt returns, and you remember that Grandfather is 		
CF | dead now. He can never hurt you again. And you're glad. Eva and Ian, 		
CF | though. They are here somewhere. 		
CF | 		
CF | There is a black button here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x button" 		
CF ] Dumbwaiter 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | A black button at the edge of the dumbwaiter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger button" 		
CF ] Pantry 		
CF | > 		
CF | > ANGER BUTTON 		
CF | 		
CF | The button depresses. 		
CF | 		
CF | The dumbwaiter descends with you in it, and suddenly you hear a 		
CF | snapping noise and the dumbwaiter plummets to the ground, crumpling 		
CF | and popping you out of it into a new room. 		
CF | 		
CF | Pantry 		
CF | A small room lined with shelves and a long counter. A broken and 		
CF | mangled dumbwaiter is south. There is a white button next to the 		
CF | dumbwaiter on the wall. There is an exit north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shelves" 		
CF ] Pantry 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | They're just empty shelves. No point in messing with them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x counter" 		
CF ] Pantry 		
CF | > 		
CF | > X COUNTER 		
CF | 		
CF | It's just an empty counter. You have no interest in it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x white button" 		
CF ] Pantry 		
CF | > 		
CF | > X WHITE BUTTON 		
CF | 		
CF | A white button on the wall next to the dumbwaiter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dumbwaiter" 		
CF ] Pantry 		
CF | > 		
CF | > X DUMBWAITER 		
CF | 		
CF | A mangled and broken dumbwaiter in the south wall. That can't take you 		
CF | anywhere now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A big, cheerful kitchen with stone floors, hanging copper pots, and 		
CF | white cabinetry. You were not allowed here often, but you loved it for 		
CF | its warmth and cheeriness. There is a housekeeper in the kitchen, 		
CF | bustling around. She gives a start and looks in your direction, and 		
CF | then shivers and continues what she was doing: making tea. 		
CF | 		
CF | There is an exit to the north, or you can go south to the pantry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x housekeeper" 		
CF ] Pantry 		
CF | > 		
CF | > X HOUSEKEEPER 		
CF | 		
CF | A strong, stout woman whom you know. You remember her. Her name is 		
CF | Martha. Martha delivers your meals to you, cleans your room, and jokes 		
CF | with you. But she never stays longer with you than she has to, and she 		
CF | always puts the bar back on your door when she leaves, locking you in. 		
CF | 		
CF | And she never looks you in the face. 		
CF | 		
CF | You wonder if she ever regrets the way she treats you. 		
CF | 		
CF | Even though she appears not to see you, you don't wish to stay here 		
CF | while she's here. 		
CF | 		
CF | You'll have to think of a way to get her to leave. 		
CF | 		
CF | You retreat to the pantry. 		
CF | 		
CF | Pantry 		
CF | A small room lined with shelves and a long counter. A broken and 		
CF | mangled dumbwaiter is south. There is a white button next to the 		
CF | dumbwaiter on the wall. There is an exit north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A big, cheerful kitchen with stone floors, hanging copper pots, and 		
CF | white cabinetry. You were not allowed here often, but you loved it for 		
CF | its warmth and cheeriness. There is a housekeeper in the kitchen, 		
CF | bustling around. She gives a start and looks in your direction, and 		
CF | then shivers and continues what she was doing: making tea. 		
CF | 		
CF | There is an exit to the north, or you can go south to the pantry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "anger pots" 		
CF ] Pantry 		
CF | > 		
CF | > ANGER POTS 		
CF | 		
CF | They bang into each other. 		
CF | 		
CF | The housekeeper startles and looks at the space where you are. You've 		
CF | called too much attention to yourself. You retreat to the pantry. 		
CF | 		
CF | Pantry 		
CF | A small room lined with shelves and a long counter. A broken and 		
CF | mangled dumbwaiter is south. There is a white button next to the 		
CF | dumbwaiter on the wall. There is an exit north. 		
CF | 		
CF | > 		DavidW says, "hm. I'm thinking about this wrong, I guess."
		Knight_Otu asks, "Can we just walk past her, or do we need to regret her?"
		DavidW asks, "Should we try to REGRET her?"
		DavidW says, "I don't think we can walk past. I'm not sure why."
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | A big, cheerful kitchen with stone floors, hanging copper pots, and 		
CF | white cabinetry. You were not allowed here often, but you loved it for 		
CF | its warmth and cheeriness. There is a housekeeper in the kitchen, 		
CF | bustling around. She gives a start and looks in your direction, and 		
CF | then shivers and continues what she was doing: making tea. 		
CF | 		
CF | There is an exit to the north, or you can go south to the pantry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Kitchen 		
CF | > 		
CF | > N 		
CF | 		
CF | You hear Eva's voice ahead, saying "Come into the library for some 		
CF | tea, Mr. Dooley." 		
CF | The chatting voices disappear as a heavy door thumps closed. 		
CF | 		
CF | The housekeeper is in your way. You don't like the way she seems to 		
CF | register your presence with a shiver. You'll have to get her to leave 		
CF | before you can cross the kitchen. 		
CF | 		
CF | > 		Knight_Otu says, "I'm not sure I want to, but we might have to."
		PhilGoetz says, "she has to leave to bring the tea"
DavidW says (to ClubFloyd), "regret martha" 		
CF ] Kitchen 		
CF | > 		
CF | > REGRET MARTHA 		
CF | 		
CF | You slide into the housekeeper, and she suddenly bursts into tears. 		
CF | She's filled with regret for so many things in her life. She crouches, 		
CF | sobbing into her apron, for a few moments, then gets hold of herself, 		
CF | picks up the tea tray, and goes out the north door, ejecting you from 		
CF | her psyche. 		
CF | 		
CF | > 		DavidW says, "ah. It didn't kill her."
		Knight_Otu says, "Whew."
DavidW says (to ClubFloyd), "l" 		
CF ] Kitchen 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | A big, cheerful kitchen with stone floors, hanging copper pots, and 		
CF | white cabinetry. You were not allowed here often, but you loved it for 		
CF | its warmth and cheeriness. 		
CF | 		
CF | There's really nothing here to interest you, though-- you think maybe 		
CF | you'll never need food again. 		
CF | 		
CF | There is an exit to the north, or you can go south to the pantry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Foyer 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Foyer 		
CF | An impressive entry room with marble floors. There is an elaborate 		
CF | front door to the east through which light streams into the room, 		
CF | picking out the gold-leafed molding around the ceiling and making it 		
CF | glow. 		
CF | 		
CF | The kitchen is to the south, the library is to the west through a 		
CF | massive mahogany door, the living room is to the north, or you can go 		
CF | up the stairs. 		
CF | 		
CF | You can see a drawing of a lovely woman here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x drawing" 		
CF ] Foyer 		
CF | > 		
CF | > X DRAWING 		
CF | 		
CF | A drawing of a lovely woman with troubled eyes. A plaque reads "Alicia 		
CF | Gray." She looks familiar. No, it's the drawing that's familiar. You 		
CF | grew up seeing this drawing. She's your mother. Now you remember: she 		
CF | died when you were very young. 		
CF | 		
CF | > 		DavidW asks, "I assume we head north to living room next?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "n" 		
CF ] Living Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Living Room 		
CF | A formal living room with elegant but uncomfortable furniture, and a 		
CF | large portrait over a fireplace. There is an exit south to the foyer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x portrait" 		
CF ] Living Room 		
CF | > 		
CF | > X PORTRAIT 		
CF | 		
CF | A painting of a beautiful girl in a black velvet gown, with auburn red 		
CF | hair rippling over her shoulders. Eva. Your sister. You remember her 		
CF | so well now. A quicksilver girl of mercurial temper, as likely to hug 		
CF | you as to say a harsh word. Always blowing in like a fresh breeze, and 		
CF | leaving just as abruptly, off to games and friends and Ian. 		
CF | 		
CF | Did you love Eva? Yes. But you envied her terribly, and sometimes you 		
CF | were so jealous you could barely breathe. A thousand memories of her 		
CF | wash over you: including the last one you have of her: Eva with the 		
CF | needle. 		
CF | 		
CF | An emotion engulfs you: confusion. 		
CF | 		
CF | Confuse portrait. 		
CF | 		
CF | Confuse portrait. 		
CF | 		
CF | The portrait spins around, ending up upside down so that the swirled M 		
CF | signature is a W. 		
CF | 		
CF | > 		Knight_Otu says, "Turning, now."
		DavidW says, "Why do I feel there's a Myst-like final puzzle where we need to figure out which M's have to be W's."
DavidW says (to ClubFloyd), "x fireplace" 		
CF ] Living Room 		
CF | > 		
CF | > X FIREPLACE 		
CF | 		
CF | A marble fireplace, cold and unlit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Living Room 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Roger says, "hmm maybe"
DavidW says (to ClubFloyd), "l" 		
CF ] Living Room 		
CF | > 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | A formal living room with elegant but uncomfortable furniture, and a 		
CF | large portrait over a fireplace. There is an exit south to the foyer. 		
CF | 		
CF | > 		Knight_Otu says, "Might be for the dial on that chest."
DavidW says (to ClubFloyd), "x furniture" 		
CF ] Living Room 		
CF | > 		
CF | > X FURNITURE 		
CF | 		
CF | The elegant, stiff furniture holds no interest for you. 		
CF | 		
CF | > 		DavidW says (to Knight), "agreed"
		DavidW says, "I'll do that next."
DavidW says (to ClubFloyd), "s" 		
CF ] Foyer 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Foyer 		
CF | An impressive entry room with marble floors. There is an elaborate 		
CF | front door to the east through which light streams into the room, 		
CF | picking out the gold-leafed molding around the ceiling and making it 		
CF | glow. 		
CF | 		
CF | The kitchen is to the south, the library is to the west through a 		
CF | massive mahogany door, the living room is to the north, or you can go 		
CF | up the stairs. 		
CF | 		
CF | You can see a drawing of a lovely woman here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] North Hallway 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is an open red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] South Hallway 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is an open yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | You can see some fragments of wood here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sunlit Attic 		
CF | An attic room bright with sunlight streaming in through a grimy 		
CF | window. The only exit is west through an open blue door. 		
CF | 		
CF | A large carved wooden chest is against the wall. 		
CF | 		
CF | A single small window is here. Sunlight streams through it. It 		
CF | overlooks a garden. 		
CF | 		
CF | You can also see a locket necklace and shards of mirror here. 		
CF | 		
CF | > 		Knight_Otu says, "Our body is probably in there. :("
		DavidW says, "oh sh*t"
		DavidW says, "You're right."
		DavidW says, "That's why we woke up here."
		Roger says, "I'm not sure if we're actually dead or maybe just projecting"
		DavidW asks, "But the voices acted as if we were traveling. They were lying to the lawyer, weren't they?"
DavidW says (to ClubFloyd), "confuse dial" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > CONFUSE DIAL 		
CF | 		
CF | The dial latch spins and clicks open. 		
CF | 		
CF | > 		Knight_Otu says, "Of course they were."
		PhilGoetz says, "yes, pretending you're still alive, to conceal that they killed you."
DavidW says (to ClubFloyd), "excite chest" 		
CF ] Sunlit Attic 		
CF | > 		
CF | > EXCITE CHEST 		
CF | 		
CF | The lid of the chest pops open, revealing a dead body curled inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x body" 		
CF ] Raging Inferno 		
CF | > 		
CF | > X BODY 		
CF | 		
CF | A pitiful thing: the body of a young woman, curled in the fetal 		
CF | position in the chest and dusted with lime. She has not been dead 		
CF | long, and looks asleep. A few strands of red hair cling to her head, 		
CF | which is bulbous and misshapen. Folds of pocked skin over swollen 		
CF | bones cover her face, nearly obscuring one eye and dragging the face 		
CF | downward. 		
CF | This is you. Margaret. 		
CF | You try to open your mouth, to wail and scream; you reach for the sad 		
CF | body stuffed in a chest like trash, but you still have no arms, no 		
CF | mouth. 		
CF | You were such a gentle, loving person. And you were unloved, 		
CF | forgotten, imprisoned all your life. And now killed. For money. 		
CF | 		
CF | The feeling rises like a monster in you: rage. Much more than mere 		
CF | anger, this feels murderous. 		
CF | 		
CF | Rage body. 		
CF | 		
CF | Rage body. 		
CF | 		
CF | Margaret's body-- your body-- explodes into flames, which begin 		
CF | licking at the chest and the floor around it. 		
CF | 		
CF | > 		PhilGoetz says, "so, bring the body downstairs and show it to the... never mind"
		PhilGoetz says, "now we've destroyed the evidence. that makes us accomplices."
		DavidW says, "So, uh, run for the front door? Fire might not hurt us."
		Roger says, "gotta try to lock everyone in, I guess"
		DavidW says, "I don't want to kill the lawyer. He's innocent, at least."
DavidW says (to ClubFloyd), "w" 		
CF ] Landing 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Landing 		
CF | You are in a landing area at the top of a rickety staircase. There is 		
CF | a walk-in closet to the north. 		
CF | 		
CF | You can also go back east through the open blue door. 		
CF | 		
CF | Smoke curls around you from the rapidly spreading fire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] South Hallway 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | South Hallway 		
CF | A wide hallway with dark, polished wooden paneling to waist height and 		
CF | flowered wallpaper above, with a rickety staircase going up to the 		
CF | attic. There is a painting on the hallway wall. 		
CF | 		
CF | There is an open yellow door to the south, an open violet door to the 		
CF | east, and an open green door to the west. 		
CF | 		
CF | The hall continues to the north. 		
CF | 		
CF | You can see some fragments of wood here. 		
CF | 		
CF | Smoke curls around you from the rapidly spreading fire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] North Hallway 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | North Hallway 		
CF | A wide hallway with dark, polished wood paneling to waist height and 		
CF | flowered wallpaper above. 		
CF | 		
CF | There is an open red door to the north, an open orange door to the 		
CF | east, an open indigo door to the west over the stairwell, and a wide 		
CF | stairway leads down. 		
CF | You can also go back south to the South Hallway. 		
CF | 		
CF | Smoke curls around you from the rapidly spreading fire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Foyer 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | 		
CF | You hear the housekeeper leaving with Dooley, the lawyer. As the front 		
CF | door shuts behind them, their voices fade. Only Eva and Ian are in the 		
CF | house. 		
CF | 		
CF | Foyer 		
CF | An impressive entry room with marble floors. There is an elaborate 		
CF | front door to the east through which light streams into the room, 		
CF | picking out the gold-leafed molding around the ceiling and making it 		
CF | glow. 		
CF | 		
CF | The kitchen is to the south, the library is to the west through a 		
CF | massive mahogany door, the living room is to the north, or you can go 		
CF | up the stairs. 		
CF | 		
CF | You hear loud arguing behind the door. Eva and Ian, alone and 		
CF | fighting. 		
CF | 		
CF | You can see a drawing of a lovely woman here. 		
CF | 		
CF | Smoke curls around you from the rapidly spreading fire. 		
CF | 		
CF | > 		PhilGoetz asks, "is it considered bad form for these games to become unwinnable, and not tell you?"
		PhilGoetz asks, "or, is it common to have multiple endings?"
		Roger says, "hard to say"
		DavidW says, "Well, it varies."
		Knight_Otu says, "At the start it said that the game can't become unwinnable."
		PhilGoetz says, "should perhaps save now."
		DavidW says, "The default was cruel and no warnings years and years ago."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf25" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Foyer 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW asks, "Do we open the library door or the front door?"
		DavidW says, "Also, the lawyer sounds like he's left."
		Knight_Otu says, "And the housekeeper."
		DavidW says, "I hope the housekeeper is gone."
		PhilGoetz says, "I suspect the reason the grandpa died is so you can burn the house down & kill everybody without feeling as guilty."
		DavidW says, "I think, if we open the library door, Eva and Ian have a chance to escape. If we go direct to front door, they might die in the fire."
		DavidW says, "We could also RAGE more."
		Knight_Otu says, "Let's try the front door first, I guess."
DavidW says (to ClubFloyd), "excite front door" 		
CF ] Foyer 		
CF | > 		
CF | > EXCITE FRONT DOOR 		
CF | 		
CF | This door seemed magical to you-- a portal through which a charmed 		
CF | life waited. You always wanted to fling it open and run away. But 		
CF | strangely, you find you can't. 		
CF | 		
CF | > 		Knight_Otu says, "Darnit."
DavidW says (to ClubFloyd), "excite library door" 		
CF ] Foyer 		
CF | > 		
CF | > EXCITE LIBRARY DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		PhilGoetz exclaims, "burn, baby, burn!"
		Knight_Otu asks, "Can we rage it?"
DavidW says (to ClubFloyd), "excite mahogany door" 		
CF ] Foyer 		
CF | > 		
CF | > EXCITE MAHOGANY DOOR 		
CF | 		
CF | It's held closed by the curious iron handle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x handle" 		
CF ] Foyer 		
CF | > 		
CF | > X HANDLE 		
CF | 		
CF | A round wrought iron handle in the shape of a sundial. It must be 		
CF | turned in a circle in order to open it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "confuse handle" 		
CF ] Foyer 		
CF | > 		
CF | > CONFUSE HANDLE 		
CF | 		
CF | It spins in a circle and clicks open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "excite mahogany" 		
CF ] Foyer 		
CF | > 		
CF | > EXCITE MAHOGANY 		
CF | 		
CF | The west door to the library swings open! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | Library 		
CF | A wonderful room filled with books of every kind, in bookcases from 		
CF | floor to ceiling. Ian and Eva are here. There is an exit east. 		
CF | 		
CF | 		
CF | Eva is speaking: "Damnit, Ian. We have to get that body out of here. 		
CF | Grandfather won't live out the day, and we need to get the house in 		
CF | order." 		
CF | Ian looks miserable. He says, "I'll put her into the swamp tonight. Do 		
CF | you think they really believe she left?" 		
CF | She says, "They don't know anything about her. Dooley's never even 		
CF | seen her. Almost nobody else even knows she exists." 		
CF | "She doesn't exist. Not anymore. Not after what we did," Ian replies. 		
CF | Eva snaps, "Nobody cares about Margaret, Ian. In five years they'll 		
CF | declare her legally dead and we'll get her half, too." 		
CF | Ian sighs. "We should have just let her go. She never wanted money 		
CF | anyway. She just wanted a life." 		
CF | Eva's face twists as she barks out, "Well, she was never going to have 		
CF | one, and neither was I until she was gone. I suffered because of her. 		
CF | She's better off dead. I need to live the life I deserve!" 		
CF | 		
CF | Ian shivers as you come into the room, and looks right at the empty 		
CF | space you occupy. Regret and anguish have ravaged his handsome face. 		
CF | The regret is so strong it pulls you into Ian's mind... 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		PhilGoetz says, "odd, since sundials are pointy."
DavidW pushes the green 'space' button. 		
CF ] Library 		
CF | You are in Ian. You see such a bleak regret, such crippling guilt-- 		
CF | they all swirl around a flashing red sign in his mind that blinks one 		
CF | word over and over: 		
CF | 		
CF | SUICIDE 		
CF | 		
CF | You are ejected suddenly, forcefully from Ian's mind. You look at him 		
CF | and realize he plans to kill himself over what he did to you. 		
CF | 		
CF | And you find you don't care. 		
CF | 		
CF | A curl of smoke drifts into the door. The couple turn to the door and 		
CF | Ian says, "I smell smoke." 		
CF | 		
CF | Your rage rises. 		
CF | 		
CF | And rises. 		
CF | 		
CF | > 		MoyTravis says, "I see that I have decided to check in at an opportune time"
		DavidW asks, "I think rage-ing the door is called for?"
		Knight_Otu says, "I am tempted to say RAGE EVA."
DavidW says (to ClubFloyd), "rage door" 		
CF ] Library 		
CF | > 		
CF | > RAGE DOOR 		
CF | 		
CF | It bursts into flames. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "regret eva" 		
CF ] Library 		
CF | > 		
CF | > REGRET EVA 		
CF | 		
CF | You try to inhabit Eva, but you can't. You bounce off her. She clearly 		
CF | regrets nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x eva" 		
CF ] Library 		
CF | > 		
CF | > X EVA 		
CF | 		
CF | She's always been so beautiful, and she is luminescent now, wearing a 		
CF | silk dress with her red hair curling over her shoulders. She has 		
CF | everything. Has always had everything. And it wasn't enough. You loved 		
CF | her and trusted her, and she killed you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ian" 		
CF ] Library 		
CF | > 		
CF | > X IAN 		
CF | 		
CF | A man so handsome he takes your breath away. First he was your 		
CF | step-brother and hero. Then he was the secret desire of your lonely 		
CF | heart. But Eva always had his heart, and then he married her. And 		
CF | broke your heart. And then he helped her murder you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Library 		
CF | > 		
CF | > L 		
CF | 		
CF | Library 		
CF | A wonderful room filled with books of every kind, in bookcases from 		
CF | floor to ceiling. 		
CF | Smoke is curling into the room. Ian and Eva are here, staring in 		
CF | horror at the smoke. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x books" 		
CF ] Library 		
CF | > 		
CF | > X BOOKS 		
CF | 		
CF | Floor-to-ceiling shelves filled with books. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rage eva" 		
CF | > 		
CF | > RAGE EVA 		
CF | 		
CF | She bursts into flames and Ian screams and runs toward her. You emit a 		
CF | howl of rage and anguish. He stops, staring at the place you are, at 		
CF | the fire now snaking into the room. Tears well in his eyes, and he 		
CF | turns back to Eva and grabs her flaming form, pushes her to the floor, 		
CF | rolls with her. 		
CF | 		
CF | But the fire you started cannot be stopped. Eva and Ian are engulfed 		
CF | in flames. 		
CF | 		
CF | The house is burning, from the top and from the bottom. 		
CF | 		
CF | Your rage withers as you look at them, burning. 		
CF | 		
CF | Your heart hears something. And what you always guessed, you know. 		
CF | You're gone. 		
CF | 		
CF | And as you fade to nothing, you grieve. 		
CF | 		
CF | You grieve for Margaret, with the lines of the poem echoing in your 		
CF | mind: 		
CF | 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF ] Library 		
CF | Márgarét, áre you gríeving 		
CF | Over Goldengrove unleaving? 		
CF | Leáves like the things of man, you 		
CF | With your fresh thoughts care for, can you? 		
CF | Ah! ás the heart grows older 		
CF | It will come to such sights colder 		
CF | By and by, nor spare a sigh 		
CF | Though worlds of wanwood leafmeal lie; 		
CF | And yet you wíll weep and know why. 		
CF | Now no matter, child, the name: 		
CF | Sórrow's spríngs áre the same. 		
CF | Nor mouth had, no nor mind, expressed 		
CF | What heart heard of, ghost guessed: 		
CF | It ís the blight man was born for, 		
CF | It is Margaret you mourn for. 		
CF | 		
CF | ****THE END**** 		
CF | 		
CF | Would you like to read the Notes On The Game Section? > 		
DavidW says (to ClubFloyd), "yes" 		
CF ] Library 		
CF | Would you like to read the Notes On The Game Section? > 		
CF | > YES 		
CF | 		
CF | 		
CF | 		
CF | Thanks for playing my first interactive fiction game! This was 		
CF | inspired by some great games: the gothic family horror is homage to 		
CF | Michael Gentry's Anchorhead; the reliance on new and minimal 		
CF | commands was sparked by Arthur DiBianca's The Wand; and the 		
CF | idea for the use of emotions as verbs was seeded by Lynnea Glasser's 		
CF | Coloratura. 		
CF | 		
CF | But every good IF game I've played since Dad got me Zork in 		
CF | 1980 has contributed to this in some way. Thanks to the great writers 		
CF | of IF for the rich hours they've given me for so long. 		
CF | 		
CF | Gerard Manley Hopkins was a real poet and an unsurpassed wordsmith, 		
CF | and his poem Spring and Fall was oft quoted in this game as 		
CF | well as providing the title-- the game was built largely around this 		
CF | poem. I encourage you to read his work. 		
CF | 		
CF | Thanks to Emily Short for her extensions Basic Screen Effects and 		
CF | Glulx Image Centering (and also for being my favorite IF writer), and 		
CF | to Gavin Lambert for his extensions Secret Doors and Exit Lister. 		
CF | 		
CF | Gratitude to my beta testers for their time and effort: Wade Clarke, 		
CF | Clara Crandall, Nils Fagerburg, Pete Gardner, Matthew George, Josh 		
CF | Grams, Peter Gross, Jade, Andy Joel, Zed Lopez, Daciana Moore, Travis 		
CF | Moy, Hudson Pitalo, Edo Rajh, Mike Russo, Rovarsson, and Andrew 		
CF | Schultz. This game would have been impossible without their help and 		
CF | contributions. 		
CF | 		
CF | The cover art is my own original artwork. 		
CF | 		
CF | A big thank you to everyone at the Intfiction.org forums. These folks 		
CF | were incredibly patient and kind to a newbie with a lot of dumb 		
CF | questions. 		
CF | 		
CF | Thanks to my BFF Eva Radke for helping with names, plot points, beta 		
CF | testing, and for playing IF with me and providing free therapy for 		
CF | over 30 years. She couldn't be more different than her namesake in 		
CF | this game. 		
CF | 		
CF | And thanks always to my sweetheart Tom, for everything. 		
CF | 		
CF | Amanda Walker 		
CF | September 2021 		
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 | > 		PhilGoetz says, "hold up, I want to read"
		PhilGoetz says, "finished."
		DavidW says, "That was a good game."
		Knight_Otu says, "But gruesome theme."
		Roger says, "This game avoided a lot of the pitfalls that tend to trip up less- and more- experienced authors, so I appreciated that."
		DavidW says, "I suspect we didn't have to roast Eva, though"
		Knight_Otu says, "Maybe not."
		MoyTravis says, "Yeah this is insanely good as far as first games go"
		DavidW says (to Roger), "you're right, this was well executed."
		PhilGoetz says, "agree."
		DavidW says, "I wonder if the medicine cabinet can be opened."
		PhilGoetz remembers the first IFs he wrote, and cringes.
		DavidW asks, "Also is there an easter egg if all the signatures are turned upside-down?"
		Roger says, "The story does some telling in addition to showing, but it still avoids showing or telling too much, I think."
		PhilGoetz says, "I think telling is more permissible in 2nd-person stories."
		Roger says, "strikes a nice balance of being timeless-enough without being too-timeless, for my tastes"
		PhilGoetz says, "One of my favored interpretations of "show, don't tell" is, "Don't tell the reader how to feel.""
		PhilGoetz says, "But it's okay to do that in 2nd person."
		PhilGoetz says, "particularly when dealing with an amnesiac narrator."
		PhilGoetz says, "More like it's very time-specific. Very 19th century gothic."
		DavidW says, "I remember one game where I was told there was an evil tree, and I wondered how I knew that it was evil."
		PhilGoetz says, "Setting something in a past remote enough not to be confused with the present is almost like being timeless."
		Knight_Otu says, "I feel the line between showing and telling can be fuzzy at times."
		PhilGoetz says, "I've written, like, 8 essays on showing and telling, and each one says something different."
		Roger says, "I mean it's at least modern enough for morphine and syringes to be around"
		Roger says, "But not too modern for people to be writing letters to each other"
		PhilGoetz says, "the first intravenous injection was in 1656, according to some random webpage."
		Roger says, "I find myself comparing it to that other girl-murdering game, Lydia's Heart"
		MoyTravis says, "gosh this one's way better"
		PhilGoetz says, "Another random pages says, 'Morphine was first isolated from opium about 1804, and the hypodermic syringe was invented at mid-century.'"
		MoyTravis says, "Also it has a keypad."
		Roger says, "Different, anyway"
		PhilGoetz says, "yeah, the keypad isn't at all gothic."
		MoyTravis says, "Yea Lydia's Heart was v. diff as, like, a game."
		DavidW says, "The keypad was the most modern thing."
		DavidW says, "hmm, both games focus on heart in the title. Also had lockets in common."
		PhilGoetz says, "btw, the rule used to be "Tell, don't show.""
		PhilGoetz says, "In medieval times, most of the rules of good writing were opposite what they are now, owing largely to Plato."
		PhilGoetz says, "e.g., Characters should be flat, avoid visual descriptions, tell don't show, preach a simple moral lesson rather than ask moral questions"
		DavidW says, "Reminds me of how with the film Who Framed Roger Rabbit?, they found they got better results when they broke the normal rules on how to mix live action with animation."
		MoyTravis says, "Anyways nice to meet you Phil"
		MoyTravis says, "cya'll 'round"
		PhilGoetz exclaims, "bye!"
		DavidW says, "bye Moy"
MoyTravis goes home. 		Knight_Otu exclaims, "Good night, and stay safe!"
		



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ClubFloyd Transcript:
The Song of the Mockingbird by Mike Carletta
As played on ifMUD on November 28 & December 5, 2021

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 Song of the Mockingbird written by Mike Carletta. The Song of the Mockingbird was released as part of the 2021 Interactive Fiction Competition, in which it took 3rd place overall, and tied for second place in the Miss Congeniality competition. 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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