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Go downward
You orient on local landmarks and approach the most interesting orbital body, which is the rocky little planet YZ Ceti B. YZ Ceti B (hewing to the obnoxious naming scheme in your memory banks) is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably. YZ Ceti flares! For a few minutes, the star puts out a spectacular burst of radiation - everything across the spectrum, from X rays to radio waves - before subsiding to previous levels. Your memory banks advise you that this phenomenon is an offshoot of magnetic reconnection. Your logic circuits advise you that people on Earth might find it useful to have a recording from this close of a vantage. You could help out!
You kill Conan
Conan takes the broken blade and holds it before him with both hands. Then he takes it and with a sudden thrust buries it deep in his muscular stomach. Blood flows, as Conan turns and twists the blade in the wound until he sinks to the floor, dead.
Go north
This is the northern side of the Witchville Rotary. A road leads north, towards the river. On the corner stands a broken-down old church that looks as if it hasn't been used for years.
You get the xbox
Taken. It's really cold in here.
Inventory
You are carrying a wooden bucket and a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a screwdriver, a stone bracelet, a gold locket, an indecipherable map, some fire tongs, and a poker). You're wearing your clothes.
You examine the eyes
Small and sunken.
Go west
In the Corner of the offstage area, you see the top of an old wooden stairway.
Go northwest
The lane narrows here to little more than a badly cobbled sidewalk as it wends its way up through a series of tortuous bends and switchbacks. In some places, the street is so steep that steps have been cut into it, worn down over the years and slick with moss. Your progress is blocked at the top of the street by a blank brick wall.
You examine the dough
Amos always resorts to baking when he's troubled by something or other. Lately, his recipes seem to taste better (to you, anyway) before they're baked than after; quite fortunately Amos never begrudges you a sample of his experiments.
Smell Gnocchi
You try to smell the gnocchi, but it is contained in its plastic bag and gives only an impression of chemicals. Dissapointing. You dismiss the gnocchi and carry on shopping. Another story done. Not the only one... Late Thursday night. You've had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly. On to the next aisle. Interesting... fresh Gnocchi--you haven't had any of that since... Rome. The aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible. You have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes. There is a brunette woman a few metres ahead, filling her trolley with sauces.
You examine the cabinet
It's an ancient, clunky metal box, about the size of a kid's lunchbox. There's some sort of lettering on the cover, but it's too corroded to read.
You put the minilamp in the space
(with one hand, hanging by the other) Hanging from one hand, you toss the lit minilamp up into the space above. Your arms are beginning to feel numb.
Inventory
You're carrying: dim bulb (Providing light) You're wearing: pocket pager ( on your belt )
You turn the dial to 1
You set the dial to channel 1.
You open the flask
You open the flask. A flurry of dead leaves goes skittering along the ground, swirling past you in the wind.
Go west
Confessor Destine has little taste in either selection or arrangement. The open bone door leads east. Unfortunately, most of the 'menagerie' is made up of stuffed exhibits. First the visitor is greeted by a pile of hay in an empty stall: the housing for a pellucid llama. Then they see a worried looking bird mumbling to itself in a cage. Finally, at the back of the room, they see a glass chamber swarming with shiny black beetles.
Go up
Many books of precedent line these walls, containing every kind of contract that can be made to bind every kind of soul. A hole in the floor descends to the other, less savory portion of this place.
You examine River
The Miskaton's waters are sluggish and dark. Some sort of oily film coats the surface, reflecting back ghostly swirls of color.
You show the bottle to Dan
Old Dan's eyes widen. He grabs at the bottle, almost throwing himself off-balance. As he weaves: "Gimme that! For the love of God, give me that!"
You hit gong
The gong resounds with a mournful note that echoes throughout the castle. The gaunt soldiers that guard the Great Hall leave their posts to file slowly into the watchtower. They shamble and crawl over its mouldy flagstone, picking at the carcasses chained to the walls.
You look at goblin
There is a sudden quiet, a moment when the surgical lights flicker and time itself seems to slow. For an instant something brilliant swims at the edges of your vision. the edges of your vision.Reden's eyes close. the edges of your vision.Reden's eyes close.The moment passes. Doctor Cavala seizes him, shouting, but the goblin is unresponsive. She checks his pulse. She produces a needle, lines up an injection -- the needle withdraws empty, stained with foul black effluvium. But he does not awaken. not awaken.Seconds pass. A minute. Finally she stands, silent, her breathing level. She takes off her mask and sets it on the operating table with an air of grim finality. table with an air of grim finality.(To continue, choose a response from the list by typing the corresponding number.) 1) "Damn it." 2) "I'm sorry." 3) <Take off your surgical mask.>
Script
Scene: landscape garden, evening to lamentations from the dead. Stage directions: inventory (i), examine (x), take, drop, talk to future (f), past (p), clockwise (c), counter-clockwise (cc) wear, undress, wake up infect (when wearing graveclothes)
Wait
Time passes. A few commuters get on and off the Transit capsule. You see a small red light in the corner of your vision which vanishes as you turn to look at it.
You examine the door
There is a large crack in the door, from the top right corner to half way up the left side, forming a triangular block separate from the rest of the door. The main section of the door is on the bottom right. It is covered in shadows, and it is giving off intense heat. The triangular block is covered in shadows, and it is giving off intense heat.
You examine the altar
As altars go, it is fairly tacky: sponge-painted to simulate age, draped with an excessively ornate doily.
You ask her about Mr Graham
"It is like this," she began. "Ach! I have not the words for it in English!"
Defenestrate
You make a quick feint with your electrical prods, and then strike the inferior lifeform full on with your body. Being inferior, he does not expect this and is knocked out the window to the ground far below. Victory is yours! Suddenly, however, a terrible understanding dawns. You feel your tethers to reality waver and weaken. Searching your memory banks, you realize that his form matches that of the man who created you and all your kind, many years before. Clearly he traveled in time to see his glorious masterstroke! You must resuscitate him! You head out on a most unaccustomed mission of mercy. This relentlessly cheerful area is full of as-yet unexterminated life forms. After the equinox they are often more aggressive about not being exterminated. It's really quite offensive. Your creator's past self lies dying here!
1
You look through the peephole. That's odd. You can't make out anything. All you can see is a misty gray. 1) "Who's there?" 2) "Horatio?" 3) <Open the door.>
You go to the north
This room is small and, perhaps, rarely used -- not dirty, but not quite as clean and white as the corridors. The door to the south is open. Two rough wooden crates are backed in a corner of the closet. On the larger crate is a bolt wrench.
Go west
(opening the real estate office door first) The rain is still coming down, so you open your umbrella. A grim little cul-de-sac, tucked away in a corner of the claustrophobic tangle of narrow, twisting avenues that largely constitute the older portion of Anchorhead. Like most of the streets in this city, it is ancient, shadowy, and leads essentially nowhere. The lane ends here at the real estate agent's office, which lies to the east, and winds its way back toward the center of town to the west. A narrow, garbage-choked alley opens to the southeast. The office door is open.
Google spasibo
(on the computer) You google for "spasibo", but it turns up nothing of immediate interest.
You say missing
(to Cindy) "Cindy, apparently a number of files connected with the studio were missing. What do you know about this?" "What do you mean missing?" "I mean they weren't filed with the others. Were you aware of this?" "No, Rosalita handled most of that by herself."
You take warm
Some odd freezing, feathery barrier stops me, like an angry swan made of ice is getting in my way. The bellhop stands near the entrance, attempting to look professional. The guest complains to no one in particular about the temperature of the room and looks meaningfully at the thermostat.
Script
Scene: red salon, hourless fails to express any hour. Stage directions: inventory (i), examine (x), take, drop, talk to future (f), past (p), clockwise (c), counter-clockwise (cc) wear, undress, wake up infect (when wearing graveclothes)
You put the Trystanium in it
The piece of Trystanium fits snugly inside the locket. The candle aimlessly flickers about.
Tilt head
You tilt her head back. "Good!" Gabriel says. "Now you must breathe into her mouth."
You go north
This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall. Several long pine planks are leaning in a corner. You see some rat droppings and some onions here.
You show ball to Holly
Holly appears not to notice. Perhaps if you were a little closer? Holly paws the tall glass table.
Small
It's tightly folded and pinned to the brooch.
You look at the crumpled paper
This is a piece of crumpled paper, on which is written a few words on Freudian psychology, most of it incoherent (not that it would make much difference, anyway). John wails to you, "Could you help quiz me? Please?" Alice breaks out a pack of cards and plays a hand of bridge with Carl. You hear a sharp BUMP! followed by a plaintive, "Who pud this wall here *hic*."
You sit
What do you want to sit on?
You look at substance
Not quite shiny enough to act as a mirror. It is significantly taller than you are, narrow, with a keyhole exactly in the middle.
Up
Alas, I fear I have to say, You simply cannot go that way, 'Cause this is the game that I wrote.
You hit the robot
The red robot parries your blow! The red robot lands a spectacular roundhouse on your jaw! As the red robot's fist connects with your face, you feel your head begin to jerk upwards. You don't have long to feel sorry for yourself; you black out shortly afterward.
Go west
An awkward wedge of space between the foundations of the main house and the walls of the new-built wine cellar, east. The staircase does not leave much room to stand in; it is straight and carefully planed lest anyone trip with a priceless bottle of wine. The wine-cellar door -- sturdy wood in yellowish brass panels -- stands open to the east. An ordinary wooden door opens west into the root cellar.
You look at the menu
It looks like your standard taco is $2.50, and a beer is& geez, that much for a lousy beer?
You examine the hole
Which do you mean, the crack or the tunnel?
You wait for a while
Time passes. You hear nothing. The smell nearly knocks you out. Vision fades, the room spins. Muddy whispers in that understated manner of his, "That were a silent but deadly."
Go east
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions. The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.
Murder fly
You can't see where the fly is. You're not even sure where the buzzing is coming from.
Greet Newton
Newton stares at you for a long time. "You're on an epic Quest, aren't you?" he finally says. You nod in response. "I'm willing to assist you," Newton replies, "but if I give you my help now then you won't understand how to use it. "I want you to prove to me that you are worthy of my help. Answer my questions, and my help is yours. "Two hints: (1) Each answer consists of a single word; you should ANSWER the single-word-answer. (2) If you want me to repeat a question, TALK TO me. "Oh, and if you want to leave this place, just jump off the giant's shoulder. Trust me on that." Newton grins. "First question: There are three major concepts in calculus. One is the limit, and a second is the integral. What's the third?"
You hit Ferdia
I had a friend once. A real friend, not a parasite like Ferdia. Someone with whom I could be myself, someone with whom I could relax, someone with whom I could share my hopes and dreams. His name was Daniel Maguire. I first met him when I was ten years old, before I went to St. Enda's, when I was going to the local primary school out in the country. He was the new boy in class, and for no apparent reason he was very nice to me. We became friendly, and pretty soon we became inseparable. Whenever we were together, it was so special! I remember the summers we had... I can honestly say that the only times I felt free, the only times I felt liberated from all my inhibitions, were the times I spent with Daniel. We didn't have any secrets from each other. I didn't have to feign interest in anything just to please him, I didn't feel the need to impress him with long words and insincere feelings, I didn't have to be anything other than myself. But I know my parents weren't too fond of him. They were always trying to get me to play with some ghastly yacht-club children, and I don't think they liked some of the language I picked up from Daniel, either. Somehow I began to see him less and less. Then, when I was thirteen, disaster struck. I was packed off to St. Enda's, and Daniel went to some other secondary school. And after that, I didn't get to see him at all. . . . Shortly after that, Daniel sent me a letter. It was a very funny letter, describing some events and people at his new school. It was like a flash of the old Daniel, the one who used to tell funny stories in a hay-barn. It cheered me up no end during the misery of St. Enda's, let me tell you. I knew I had to reply, and it had to be a really well-written and funny letter, too. God, I tried so often to write that letter. Practically every night I would stare at a page that was blank except for the words "Dear Daniel" at the top. I just couldn't think of anything to say. "Just be yourself," I kept thinking, "And write down whatever comes into your head." But nothing came into my head. A few weeks passed, and I still hadn't written a reply. And then I couldn't think of any excuses for my lateness. The longer it went on, the more ashamed I became about the delay, and the harder it was to write. I must have read and re-read Daniel's letter fifty times, looking for inspiration. I still have that letter. I still haven't replied. . . . I often dream of a reunion with Daniel. I think about how it would happen - whether it would be in our old school out in the country, or in the hay-barn where we used to go, or maybe just passing on the street. But if I ever do meet Daniel again, I hope I'll be standing on the platform of a railway station - a miserable, damp railway station, where all the seats are taken by stuck-up grannies and biddies and ghastly yacht-clubbers. And while waiting for the train, which is taking ages, I'll peer over to the opposite platform, and notice a familiar figure. Daniel! Barely able to conceal the joy in my voice, I'll step over to the edge of the platform and shout "Daniel Maguire! What the FUCK are you doing here?" And he'll notice me and shout "Alex Moran, would you ever shut the FUCK up, you cross-eyed WANKER!" And I'll reply "Go FUCK yourself, ASSHOLE!" and he'll reply "Suck me off, you BENT BASTARD!". And the two of us will run up and down the platforms, joyously shouting abuse at each other across three lines of track. And all the stuck-up grannies and biddies and ghastly yacht-clubbers waiting at the station will stare at us as if we are mad, but we'll carry on, running up and down, screaming profanities, and let the rest of the world GO FUCK ITSELF! . . . Well, another crap day in school. Ferdia has been pissing me off all day. He kept on droning on and on about his science project and all his 'theories' and 'breakthroughs'. And then of course there was a fucking orgy of showing-off during English class. And now I have to come back up here and get ready for tonight. Tonight - now there's another thing that's pissing me off. The dormitory is a small, frequently claustrophobic room that somehow fits four bunkbeds, which are stacked up on opposite walls. There is a sink in one corner and an old wardrobe in another. The doorway leads east. The early evening light comes through the window. On Paddy's bunkbed is Paddy.
You go to the south
Basement Hall, Mt Airy Hospital Like the hallways upstairs, this hall has fluorescent lighting, dull off-white walls, and tiled floors, but the basement is clearly less cared-for. Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open. An open door leads north into the laundry room. A swollen corpse with visibly broken limbs lies between the elevator doors, blocking them from closing.
You hit Mickey with the whiskey
You smash Mickey Boy with the bottle of whiskey and lay him out flat. Weasel Face Flynn says, That's a pretty face you have there. It'd be a shame if anything were to happen to it." Then he takes a swing at your face and nearly breaks your jaw. You nearly stagger to the ground before regaining your feet.
You examine the brute
Muscles the size of excessively large muscles. The brute is holding nothing. The reporter explores the gallery, spying on various notables.
You get the cable
You take the end of the winch cable.
Inventory
You are a Level 2 adventurer. You're equipped with a very sharp sword and studded leather armor. You're also wearing a fine tabard and a stylish cape. You have found a wooden key and a rusty key. You have an amulet of magic arrows. You have 91 crowns.
Go south
Humans crowd this room, sitting nervously on folding chairs and clutching lorgnettes. They face a dais piled with paintings, furniture, and small sculptures, continually fed by humans in black uniforms carrying in works of art from a smaller room to the north. The rest of the room is starkly utilitarian, with bare walls and overly bright lights. A passage to the east leads back into the rest of the hotel. I can see the auctioneer here.
You go to the northeast
You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room. A loud whirring sound comes from all around, and you feel sort of disoriented in here.
You pull the bed
Bracing yourself, you push the bed away from the wall, revealing a ragged hole in the wood paneling.
You read the quick start
Hello, abecedarian! In a hurry to create your first "ray of darkness"Follow these simple steps: 1) Mount the Acme Mark III Deluminator and Acme Mark III Tracking Platform on a planetary surface, with a clear view of the object you wish to deluminate. Remember - you should never deluminate an inhabited planet! 2) Attach the Acme Mark III Deluminator and Acme Mark III Tracking Platform to an operating atomic pile. 3) Insert the seven Acme Mark III Lens Filters into the seven lens apertures inside the Acme Mark III Deluminator. Be sure that each lens filter is placed in the aperture with the corresponding label! 4) Aim the Acme Mark III Deluminator using the Acme Mark III Tracking Platform. 5) Activate the Acme Mark III Deluminator using the big red button. Have fun! "Kiss the light goodbye!" Infamy shrills through the loudspeakers.
You scrub Gilbert
You seize Gilbert, drag a comb through his hair, and make him walk around with a book on his head. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor. A new task: Prisoners Dilemma You are awakened late at night by inexpertly-muffled footsteps on squeaky boards, and rush to check that all your charges are secure. It swiftly transpires that Deedee Hock and Gilbert Graves are both missing; worse, it sounds as if Graves is making for the boarded-up back door in the Junior House, while Hock climbs to the attic and tries to force a window. A perfectly coordinated escape: pursuing one will almost certainly give the other enough time to get away. You have only moments to decide. 1 - Go after Deedee Hock. 2 - Pursue Gilbert Graves. 3 - Come up with a plan that somehow allows you to intercept both.
You search the backpacks
Oh, some joker from med school brought his stuff in a body bag with a shoulder strap. You empty it on the heap and take it along. Might get useful, what with this game's title and all.
You read Zine
It's a small photocopied and stapled booklet called "Virus: A Zine Dedicated to Spreading Truth". A picture of Christ that's been coloured in brown is on the cover: "NEWSFLASH: Jesus wasn't a cracker!". Inside are articles on punk rock iconography, censorship in science class, and the hypocrisy of the Catholic Church -- you can READ ABOUT ____ IN ZINE, if you were so inclined. Pannus blinks, just when you were doubting his humanity. Jackson diligently copies out bible passages.
You go to Gladstone Terrace
(Gladstone Terrace) (going south) This three-way road junction is well lit. Devon Road leads off to the north, Tilbury Road to the east, and Church Street to the southwest. Immediately to the south of the junction stands the High School you attended as a teenager.
Go northwest
The lane narrows here to little more than a badly cobbled sidewalk as it wends its way up through a series of tortuous bends and switchbacks. In some places, the street is so steep that steps have been cut into it, worn down over the years and slick with moss. Your progress is blocked at the top of the street by a blank brick wall. Strange; the graffiti is gone now. Not a trace of it left.
You put the average candle in the circle
You put the average white candle into the conjuring circle. Arthur lazily licks a forepaw.
You read 63
Does it have hooves? Yes: read page 64 No: read page 72
You go to the southeast
Stumbling and squirming among the brambles, you find that you've arrived in.... You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P. Narrow, twisting paths lead off in all directions. The heavy scrawwkkk! of a crow is so loud it makes you jump.
Open contraption
You open the contraption, revealing a plate, on top of which is a chocolate rose.
You go east
The monkey goes down onto all fours to keep up with you. The walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east. The monkey looks up at you expectantly.
You go north
A large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built. The door is standing wide open. You can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.
Go south
The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east. A fuel truck sits quietly on the path here. Good to see the Doctor didn't destroy all his supplies when he left.
You bind the Chaos
What do you want to bind Chaos?
You get all copper
copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken. copper coin: Taken.
You look at the hurt borogove
Borogove blood could more accurately be called "ichor." It's slick, black stuff, and it coats the exoskeleton of this borogove. The creature seems to have been ripped apart by huge claws. It still twitches, but the movement is most likely a reflex. If the creature isn't dead now, it will be soon. You'd better get it out of the enclosure, or the rest of the borogoves will hurt themselves in the panic.
You put the sheep in the boat
(first taking the sheep) The sheep evades your attempts to pick it up. All you get for your efforts is a hungry "BAAA."
You look at torch
Peering into the heavily-smoking torch is going swimmingly, until suddenly your eyes start to sting. You try it again just to be sure -- by Jove, you're nearly certain that this rummy smoke is the culprit!
You go northeast
You are wandering in the wilderness, having only faint animal trails to guide you. Trails lead north, south, northwest, and southwest. [3] Vasilii doesn't take his eyes off you. He keeps his hand close to his weaponry.
You eat the banana
You eat the banana, peel and all. Because cowboys are made of stern stuff and need the fiber.
You pull the hood
Nothing obvious happens. The cold wind cuts through your clothes, chilling you to the bone.
Lamp lamp
You have to get something before you can lamp it.
You examine something
Thankfully, it's half-hidden in the shadows. You can only make out a malformed, scaly head, abnormally huge, soulless black fish eye above teeth, yellow and sharp. It shuffles around slowly in the shadows, as if hurt or weak. It seems to move on all fours, though you occasionally glimpse something that seems to be the worst - a human foot on a scrawny leg, its toes webbed and scaly.
You look at the tables
The lunch will be served on these tables.
Go up
You stand next to the top of a stairway. Looking North, you see a pair of completely unmarked sliding doors standing open.
You give the shoe
Without saying a word you pull out the shoe that you found in Manchester and offer it to the shop owner. He looks up from his list and pauses. Slowly he reaches out and takes the shoe from you. "Why," he peers at the shoe over the top of his glasses "this shoe is remarkable! " You smile and nod. Your smile freezes awkwardly as you watch the owner smell the shoe. "This is incredible," a huge grin bursts on to his features "this even smells like I'd expect a mad professor's shoe to smell! How did you do it?" Before you can answer (which is good because you weren't sure how to answer anyway) the shop owner wades through piles of costume items and places the shoe very carefully by the brown suit hanging on the wall. "Yes, yes. This completes the costume once again!" he exclaims, happily, "How can I repay you? I have a couple of surplus items that I would be very happy to give you in exchange for the shoe." "Itemth?" you ask, interested despite yourself. "Why yes. I could let you have either...hmmm...here, this alien mask or...or...aha...here we are. Yes, this lovely white wedding gown. Would you like the mask or the gown?" the man asks.
You look at the jacket
A brown leather jacket with zip details. It makes you look much cooler than you are.
Go east
The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills. To the west lies the south end of the hall. A large cardboard box stands open on the floor here, foam rubber packing sprawling in all directions. A tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a black disk and a blue disk through the thick glass. You can also see an ergonomic chair here.
You examine the Anchorhead
From this distance, all you can make out of Anchorhead are the leaning shapes of its rooftops, huddled in a thin, jagged line against the base of the hills to the south.
Status
(You have been playing for 647 turns. So far you have helped Emily Pig, Werner Ant, Herman Yak, Henrietta Dog, Simon Asp, Barbara Cow, Rosina Emu, Tobias Rat, Hubert Ram, Janice Doe, Willard Fox, Meg Bee, Jack Cat, and Violet Bat.) * Alfred P. Owl wants you to return after you have helped the remaining animals. * Cornelia Hen can't seem to remember what she wants.
You get first
(the first candle) Taken.
Look around
"Eight rooms to choose from. Most actors I know can't count that high." You have come to a central gallery opening onto eight small rooms. You hear strange yells, mumbles, cackles, screams and mad ravings coming from the rooms. An old woman dressed in a zoo keeper's uniform looks up at you.
Go west
As the lane winds along from east to west, it narrows until the steep, jagged rooftops on either side of the street practically touch each other. To the south, a side street leads across Whateley Bridge toward the center of town, and a twisting lane leads up a hill to the northwest. A short flight of steps to the north leads down to the local watering hole.
You eat the paper
(the scrap of paper) That's plainly inedible.
You put the batteries in the pocket
The Duracell D-cell batteries doesn't fit in your pocket because the striped green paper clip is already in there. (These pants never had much in the way of pockets.) (first taking the Duracell D-cell batteries) You pry the Duracell batteries out of the boombox. You put the Duracell D-cell batteries into the left pocket of your slacks.
You examine the pressure suit
For EVA or extra protection in a pod. Unfortunately, it failed its last periodic inspection: every seal is leaking and there are no spares left.
You look at the twinkie
Golden brown, and every bit as edible as the day it rolled off the assembly line. Distant screams echo from elsewhere; the cracking of human skulls by vorpal claws.
You look at the materials
Unfinished linen and threads.
You go southwest
The path bends northwest, around the side of the church. A low, wrought-iron fence, its spike-tipped bars bent or leaning at crazy angles, surrounds the overgrown yard of this dark, abandoned church. A gap in the fence leads back west, while a bare path beaten through the groping weeds leads around the church to the southeast.
Snort ment
You take a small mirror, a razor and a straw from one of your pockets, and carefully cut the ment on the surface of the mirror. The light blue powder is looking very good. Using the straw, you manage to get almost all of it in your nose. You inhale sharply a few times -- and feel the ment do its awesome work. Everything becomes clear, sharp, easy. You feel strong. You feel focused.