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Go east | The front entrance is unremarkable, but for the charming antique clock hanging on the south wall.
A door to the east leads outside, and the hall lies to the west.
You can see an ergonomic chair here. |
Go northwest | Tunnel Entrance (Grueslayer)
The ladder leading down the funnel ends here at a brick wall with one or two interesting features. Only a little light shines through the funnel and bathes the surroundings in eerie shadows. The ground seems to be made up of treaded down dirt. A masoned, semi-circular tunnel leads southeast, the walls made up from the same musty red bricks as the wall marking its end. The tunnel is about six feet high. Rolled up on the ground in the southwestern corner is a hobo who declared this tunnel his bedroom. |
You open gate | You try opening the gate, but it doesn't seem to open in the usual way. A voice seems to float around your ears, saying : "The solution is not here, Harold." |
You tell her she's beautiful | Betty does not respond.
A pretty young woman pops her head in through the door to glance over at the group of men in the corner. Apparently not finding whoever she was looking for she goes away again. |
Go east | The layout of the place clearly resembled a kitchen. As soon as I entered Rose's mirage was walking to the middle of the room. A bucket of water stood there. In an instant, just like in a nightmare where you feel something horrible is about to happen for no reason, I knew she was going to drink from it. In an instant I knew, as if I had seen the whole scene before, it was deadly poisonous. I yelled at her:
"No! Don't do that!"
...and she stopped her arm, as if she had heard me. She looked everywhere, as if searching the source of the warning. Soon the whole image disappeared as before.
I was in the kitchen.
There were exits north, south, and west, to the corridor. |
You look at the town | This room must be the part of the building that hangs out over the cliff, because all you can see is a magnificent aerial overlook of Canyonville. The sun is setting over the mountains to the west, giving the houses long shadows. You can see a column of army tanks rolling down Saguaro Road, flanked by rows of jeeps. |
You look at the boulder | This boulder was surprisingly hard to obtain, Dr. Law, given that Stygicorp is surrounded by boulders. |
You put Chocolate on the spindle | (the Chocolate Recipe on the spindle)
(first taking the Chocolate Recipe)
(putting the blue bottle into the sack to make room)
Taken.
The cylinder slips into place with a satisfying click, as though some mechanism has engaged. |
You squeeze the stone | The surface has a give to it, and it squeaks once. Small regretful letters read: AIDE CURRENTLY OUT OF RANGE. Maybe in the embassy proper, then.
The chronometer chirps, indicating that you have a new message waiting to be read in the Embassy communications room. You should get inside and check your mail. This will be important. |
You unlock door | (first taking the keyring)
(slipping the torn journal into the pocket of your trenchcoat to get a hand free)
Taken.
You unlock the back door. |
You go west | Stripped of the clutter it once possessed, the room still offers a charming view through the north window of the old grounds, and the way out is to the east. The wallpaper and floorboards are still as fine as ever.
Hanging on the wall is an elegant gilt-wood mirror, reflecting sunlight over the ground before it.
Her desk remains, pushed against the wall.
You can also see a hinge-lidded teapot (which is closed) here. |
You switch off the finder | You slowly sneak your hand up when you think the captain's not looking and switch the depth finder off.
"Look," says the captain, "that's not funny, and I'm definitely not amused, and I don't care if you want to hit a rock or whatever your death-wish is, but this is my boat and you need to keep your hands off of stuff. Got it?"
You nod, but for some reason he doesn't look like he believes you.
Somewhere out of sight, you hear a giant splash. |
Vomit | "What was that you said?" |
1 | "Can you... can you tell me about how you discovered the body?"
He shakes his head. "It's all a blur. Doctor Arturus had cloistered himself in the back of the clinic. I was instructed not to disturb him -- he seemed fine when I left in the evening. It was only when he didn't turn up for work this morning that I thought..."
"...You thought something might have happened?"
"Exactly." Justinian looks at his hands. "When I called on him in his domicile -- the disease had taken him."
1) "Can you tell me anything about Doctor Arturus's
patients?"
2) "What are your thoughts on the disease?"
3) "There was an attempt on Doctor Cavala's life. Do you have any
idea why?"
4) "I'll look around the clinic. Perhaps I'll find something the Vigiles have missed." |
You ask Joshua about sailor | Joshua doesn't seem to have much to say about that.
You hear the guests chattering on: "...in the middle of winter.
Anyway, she was lost and...." |
You close the red jar | You close the red glass jar. |
Go east | Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.
You're standing between Cabin Six (to the west) and Cabin Three (to the east). The croquet court continues north from here. To the south, a little slope ends at the watery edge of a swamp, and a path to the southwest leads toward a good-sized shed that stands at the edge of the water.
You notice a trickle of smoke rising from the area behind the western row of cabins. |
You ask Luisa about the house | "It's an old house," Luisa says. "Really old. It's not too nice, but I keep it clean." |
You go to the south | You really shouldn't stroll off from the museum: that is in direct violation of the commands of your lizard overlords. |
You show the map to Lydia | (first taking the indecipherable map from the burlap sack)
Lydia looks eagerly at the map, but then her face falls. "You showed me that before," she says. "We still can't read it." |
You put the chocolate leaf in the contraption | You put the chocolate leaf into the delicate contraption. |
You take the floorboard | As you pry up the loose floorboard, you find that beneath it is a shallow recess beneath the floor. Lying on its back in the recess is an evil-looking black figurine. |
You turn on the terminal | We've got one nearly every week, I can't stand this anymore!"
I beg your pardon? |
You touch the pint | (first taking the pint glass)
You gingerly take the pint glass with the handkerchief.
You grab hold of the pint glass with your bare hand, and your vision swims for a lingering instant...
Vision: Bar, Silent
Rain on the windows turns the world outside into a yellowy haze; upturned chairs rest on wooden tables.
And over the counter, a note changes hands between a bartender and a patron. |
Inventory | You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): a FLESH-TOTEM OF DARTH VIRAXIS, the EYEPATCH OF ODIN, a DELICATELY-OILED CLOTH, a SLAB OF SNOW-SERPENT MEAT, a TWO-HANDED SWORD (held at the ready), an EAR OF CORN, a SUIT OF CHAINMAIL ARMOR (being worn), a SUIT OF BURLAP ARMOR (currently un-used) and a FLASHLIGHT. |
You look up the elijah in the album | The entry reads:
the Verlac genealogy; returned to Anchorhead in 1832; entered the seminary at Arkham College in 1834; ordained in 1844; began construction of the Church of Celestial Wisdom in Anchorhead in 1860; accused of Confederate sympathies in 1862; retired from the clergy and devoted life to painting in 1873.
On of the earliest photographic portraits in the album, it depicts a man in his sixties, at least. His face is deeply scored by time, his skin mottled with liver spots, his long, gray hair swept back from a high, bony forehead. This man resembles the portrait in the sitting room more than any of the others, for he has practically the same eyes -- the raw, bloodshot madness staring out from hollow caves in his skull.
You note one other interesting detail: he appears to have an extra digit, a sixth finger, on his right hand. |
Yes | Mike sighs. "Well Tim, it's your decision. Good luck, I hope she'll be ok."
"Thanks Mike, and I'm sorry but ... I've got to do this."
"Like I said, it's your decision, man. I'll see you later."
You hang up the phone. |
You take beacon | Taken. |
You unlock door | (with the small key)
You unlock the small door. |
You wait | Time passes...
Your eyes are extraordinarily dry. You blink to moisten them, and
snort awake a minute later, drool dripping down your chin. |
Footnote | What?
Try "footnote (number)". |
Inventory | You are carrying:
a battery
a chainsaw |
You eat beetle | It struggles fiercely, but finally the beetle finds itself wrapped up in your tail.
Slowly, inch for inch, you pull the beetle into your mouth. Its helplessly beating wings tickle your face. Finally, it is in what counts as your stomach. You feel a flurry of bites from inside. You seize up.
The thing must die. Your belly gurgles.
Synthesizing such a volume of acid screws up your weak metabolism big time. You faint, but just as you do you feel the carapace give in and dissolve. There will be food....
Yes. This is definitely preferable to starving.
More beetles have stumbled into your pit over time. You didn't catch them all, but you've become quite adept at hunting them. Hide - wait - pounce - eat. Your conscious mind has taken a back seat for a while.
A short time ago, you did something important. You don't quite remember what; it's all a blur. But you do remember a sense of accomplishment.
You rest now. For the first time in ages you truly rest.
Warm darkness embraces you. You are resting comfortably and fully relaxed, braced by a tightly-fitting shell. It feels maybe a little too tight.
I beg your pardon? |
Go east | The light of the setting sun warms your back as you exit the shade of the pavilion and begin the long stroll down the pier.
The pier is even longer than it looked. It stretches back west to the great pavilion and continues still further east towards the sea. A small shelter rests at the far end. From below, you can hear the fizzle and hiss of the shallow surf. |
Go outside | Seeing as you're going to need your hands to squeeze through the window, you'll never make it carrying some rope and a two-liter
plastic Pepsi bottle. |
You remember the portrait | (the framed portrait)
...
"He can make links," the Countess hissed. Neither of them saw
you in the doorway of the library.
"Anabelle--"
"And don't tell me that your father strayed into some peasant's bed in his dotage, because I have seen Pierre's mother and she is
not old enough to--"
"Anabelle, calm yourself." He put a hand on her shoulder, spoke in his voice of diplomacy.
"Now you will tell me that he is some by-blow of someone passing through the village, I suppose? Some guest of ours, perhaps?" she asked bitterly. "I wondered why you were so ready to accept him--"
"I swear to you, Pierre is no son of mine. Nor, I think, is he any relative of ours for many generations. It is possible that these things appear sportively even among the lesser classes, you know..."
She shrugged his hand away. "There's something you aren't telling me," she said. "I always know it, you say so yourself."
He sighed. "I will tell you, Ana, but it is not what you think..."
... |
You look at the shelves | The breath of catholicon -- could it really be here, hidden among this detritus? You glance across the crowded supplies, but nothing catches your eye, not yet...
"What would such a thing even look like?" you protest.
Doctor Cavala moves as if to speak -- but then there is another coughing fit from Reden, and she curses and adjusts the straps. You shake your head and turn back to the shelves. |
You look at the fungus | There's definitely something growing in there. Looks like a red fungus you saw in biology class. They said it was edible, but you wouldn't eat it! |
Go north | You put one foot on the rope, but it's just too slippery. If you try to cross you'll plunge to your death. |
You look around | The Old Well (Reed Lockwood)
The trees here gather, black with wet; glimmering fingers hung with ragged matter, huddling beneath a cold and gently weeping sky. Beneath your feet, the damp red felt of rotting leaves slopes down toward a still, murky puddle. Nearby is a well, capped off with crumbling cement. A broken-down section of brick wall waits for raindrops to fall along its spine, and an old, half-dead oak straddles an angular boulder studded with quartz. A path through the forest leads south.
You can see a wooden sigil here.
An insubstantial trolley stop sign reads Green Line -- The Woods. |
You go west | The monkey trails faithfully along behind.
The stone tunnel extends from east to west here. Another passage leads away to the north.
The monkey is crouching at your feet. |
You look at the folder | Made of green card, it has your name scrawled on the front in black biro. You open it up, and now you remember what this is - it's a folder you put in the few things you were proud enough of not
to shred with everything else. There's not that much in here: a couple pages of unusually neat revision notes, a certificate from a school art competition, and - ah, yes.
You haven't seen this bundle of pages for a good few years, but it's immediately familiar: a twenty-page report you had to write for your Physics coursework at sixth form college. You almost got full marks on it, even your teacher was surprised.
Still, it had been a close call. If you were to REMINISCE ON the report, you bet you could picture yourself the day of the deadline... |
You unlock the door with the brass key | You unlock the large oak door. |
You go east | If it wasn't so dramatic, the view from here would be breathtaking. The immense magma river flows below effortlessly, although slow and patiently. The whole cave is lit by its fiery belly. From here you can see the broken pillar rising from the flames like a finger pointing the sky -- a sky made of crumbling rocks and metal -- and the stony walls surrounding the sight like the steps of a giant arena. Below, the thin cornice cuts a distinct line on the side of it, losing itself in the distance inside a small passage to the west. The piece of quartz you are standing on has resisted the quake's onslaught and is now holding itself onto the rock like a cat on a tree trunk. Something like steps rise from here to an alcove, up above and near the ceiling. A faint cyanotic light pulsates inside it. You can reach it to the northwest. |
You take the seed | You pick up the seed by the least drippy part. |
Scan begonias | Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:
BBRBGBBB |
You go to the north | You stand before the extremely terrifying house, trembling with fear! What waits within? Death? Something worse than death? You may go in to find out or return south to the drive!
A large shape blocks the light of the moon momentarily, making you shiver! |
You examine the mechanism | A large metal switch. A faded label reads 'Blast Door'. The switch lever has broken off. The casing is open. |
You look at the door | An iron door flush with the embankment. It is dirty, but without rust, and unmarked except for a crescent-shaped window. There is no handle. |
Go down | Tower, Bottom
You stand at the bottom of a stone tower. Doorways open in each of the cardinal directions, except for the north; there, a spacious niche contains the statue of a woman, skillfully executed in white marble.
The center of the room is occupied by a spiral staircase, but one made of such slender and delicate supports that it obscures neither light nor view.
The silvery door to the south stands open. |
East | The formidable door has one of those fancy crystalline doorknobs, which won't turn. It does, however, pull out in your hand and fall to the floor.
"Whoa, big guy," Harry says, patting you on the back. "Easy there. Don't need to wreck the place.
The doorknob rolls to a stop on the floor. |
4 | "The -- The Vigiles told me that you moved Doctor Arturus's body."
Justinian looks down. "I thought -- I believed he was unconscious at first. I thought he could have been revived..."
1) "Where are the patient records, again?"
2) "Can you tell me again about how you discovered the body?"
3) "What are your thoughts on the disease again?"
4) "I'll keep investigating." |
You examine the garden | Shrubs with fur. Shrubs with ears. Best not to think too hard about that. |
Show costume to Fred | Fred is unimpressed. |
You think about the chimes | To reach the windchimes, it might help to stand on something. |
Go north | Lornedei steps through the mirror.
Hall of Elevation (In the Giant Oak)
The shadow of the big oak trembles on the ground below. The far end of the branch Lornedei is sitting on seems to disappear in a gray mist. The other two branches on this level are just as unreachable for her as the limbs higher up.
In the trunk in front of her, three holes are lined up in a tidy row. They are apparently inhabited by some kind of worm. She can climb down or go north along the branch. |
You look at drum | The drum-shaped mechanism is out at the southwest end of the catwalk.
Lydia says, "I wonder what the world is like now. When we get away, I want you to tell me everything." |
1 | The raven cocks its head to the other side, "Maybe . . ."
[1] Maybe if I go on some inane quest for you? |
You talk to homeless | The homeless man smiles. He hasn't smiled in a long time. |
You put the endoscope in the mouth | You insert the endoscope into Creditor Nacarat's mouth...
Mouth
The tongue is a diseased behemoth. It wallows in a pool of dark dried blood, broken by stained folds and bleached teeth. On the tip a piercing has become infected, revealing the ragged holes at either side.
Light streams in from outside. The pharynx lies further in. |
You pull lever | The clamps on the torture machine retract, and Princess Tasmania leaps off. She's free!
"Again you spare my unworthy life, brave Adventurer." The platypus humbly licks your shoe, to your considerable embarrassment. "My
father, King Anatinus, does not forget such kindness."
The little creature produces a silver whistle from her gown and blows into it gently. A clear, sweet note stills the night with its beauty.
"Your journey is not yet ended," she warns as a whirlpool of colored light envelops her. "But even if you fail, your deeds shall live forever in our legends. Have faith!"
When the colors fade, Princess Tasmania is gone. |
You open the billfold | You pop it open and take a quick look. All your Hardee's money from the last month is in there. |
You put clean on sharp | I give the clean up intent to the card sharp, who now intends to clean up at poker.
The gambler raises. The card sharp scrutinizes its opponent's face for a moment, then tosses its cards onto the table.
The gambler happily takes the pile of chips from the table and becomes marginally richer. Despite its loss, the card sharp still has quite a bit of money remaining, and it shows no indication of slowing down. |
You look at the sturdy key | A sturdy key of golden metal, with precisely-cut teeth.
The grumbling of machinery catches your attention. |
1 | "Well," Alley says, "when I asked him about that, he said, 'You see, it's just like Freud said: the parent of the powerless sex always longs to have a child of the powerful sex. And sure enough, after years of having to deal with being on the receiving end of possible rejection every time I was interested in someone, it's going to be a thrill to see my very own kid dishing it out. It's a clear-cut case of Venus envy.'" |
You put Fantasia in the vcr | (first taking the "Neverending Fantasia" tape)
Immediately, a new image appears on the television screen.
"Neverending Fantasia" - it looks to be a children's film about a boy who escapes an unhappy reality and ventures into a fantasy world. Even fast-forwarding through it, I can see how the tape has been damaged in sections from countless viewings. |
Go west | The elf accompanies you into the front yard.
The front yard is mostly bare dirt and burned-out brown lawn, except for a few hardy weeds. A paved walkway crosses it, leading from the sidewalk on the south up to the front porch on the north. The driveway runs past the yard on the east side, and a tall fence guards what must be the neighbors' yard on the west. Growing next to the walkway is a scraggly, half-dead tree.
The elf stops in the middle of the front yard and nods towards the tree. "Do you see that poor bedraggled orange tree there? It hasn't borne fruit in years, and may never again, unless someone else buys this house and nurtures it back to health. But it's not quite dead, no indeed. Watch closely now."
He gestures at the nearest branch with his long, slim, gnarled fingers. As you watch, a single bud bursts forth at the end of the branch. At first no more than a tiny green nub, it swells rapidly.
In a few seconds a plump, ripe orange is hanging from the branch.
"Go ahead," says the elf. "Pick the orange and enjoy it. It's yours. Oh," he adds, handing you your skateboard, "you nearly forgot this." Before you can stammer your thanks -- before you can blurt out the dozen questions jostling in your head about what it's like being an elf, and where he came from, and whether you'll ever see him again -- the elf has somehow folded himself inward, like a fast-motion film of a growing plant when the film is run backwards. He shrinks and runs downward into the soil, and he's gone. |
You examine the fence | The fence bristles with sharp-looking barbs. |
You eat the egg | You gobble down what might well have been the best neoegg you've ever had.
HEAVY HELIUM SPHERE -> RECYCLE : TRUE |
F. | You begin fighting. The goblin knocks you with its club. You respond with a fierce slash, and kill it!
(You lose 4 hit points and defeat the goblin.)
You look around and find a bronze bracelet worth 2 crowns. |
Go southeast | The interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and shellf.
There's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know. |
Sing | You sing a song you heard on the radio once, unusual in that you remember all its lyrics perfectly.
"Are you okay?" asks the poster. |
Go north | You're in a nice big grassy area. West of here is the entrance to the hedge maze.
Paths also lead north, south and east from here.
The raven sits on a hedge here, watching you. |
Look around | A narrow ledge of solid rock at the southern end of a great cavern. Beyond it lies a body of water so flat, so black and tranquil, that it might be a surface of polished obsidian.
Embedded in the wall, a mirror reflects your movements: an odd smoothness in the unshaped stone.
A heavy bronze bell hangs from a stand. |
You look around | The lobby of this sumptuous 1920s-era hotel dazzles the eye - crystal chandeliers, a marble floor, an ebony front desk. A set of glass double doors leads outside to the west, and an elegant staircase spirals down. |
You look in the sack | The burlap sack seems to be empty. |
Squawk glass | "Slipper!" you screech. "Wrong slipper! Wrong slipperslipper! In the pocket! Old lady!" It's the most complicated thing you've had to say in years, and your head aches by the time you're done.
The Prince looks at you for a long moment, then turns to the old lady; who shrugs, as though to say that she knows the game is up. Fishing in her pocket she draws out the true slipper. "The other one is only a little larger," she says, handing the real one over. "Theodora's feet are quite dainty, on the whole."
"You are a harridan," says the Prince. "A conniving, treacherous, beastly woman with no knowledge of love..."
"You could still try the shoe on Lucinda," she suggests mildly.
He snorts. "I thank you, I do not want to find my bride here. I imagine everyone under this roof is tainted with a little of the same venom."
"That is the truth," Lucinda murmurs; but he is already going, going, gone. |
3 | "Could you tell me more about what he did at the Channelworks?"
Zoiro shrugs. "I've never been there myself," he says. "Reden wasn't one for talking about his work. It wasn't anything important... he was just a janitor, some kind of canal scrubber or something. I remember he always came back smelling like a wet rag..."
It occurs to you that there was a dampness about Reden on the night he died. It didn't register to you at the time, but... it wasn't raining that day, was it?
1) "Do you know anything about the places he frequented?"
2) "Do you know anyone else that Reden associated with?"
3) "Do you know where he could have gone after he left?" |
Look around | Estate Agent's Office (Jenni Polodna)
The space is dominated by the unexpectedly symbiotic combination of a giant desk and a tiny woman, who together give the impression of being one complete single entity, like a centaur. The surface of the desk is becoming cluttered with glossy architectural magazines, manila folders, and real estate listings pamphlets. Behind it, a gunmetal-grey filing cabinet lurks unattractively in the far corner. The exit back out to the street is east.
The lion sex book lies on the desk, partially covered, waiting for you to steal it. "Soon, lion sex book," you whisper in your head. "It won't be long now."
Bethany looks at you expectantly. "I'd be stupidly thrilled to show you one of our many real estate files if you specify a property." |
You go to the north | You are right in the middle of the golden beach, which stretches off to the north and south.
Something wooden is buried in the "sand" at your feet, but it's buried so deeply that only a corner of it is visible. |
Go upward | Riggertown, Upper Level
This is the more industrial part of Riggertown. The buildings here are scrap-heap spires that twist and turn around each other, with cubby-carts trundling along cables strung between them. Amidst horns honking advertisements, there is a great mess of little people shuffling about, and roads winding in ways wholly inexplicable to your human sensibilities.
To the south looms the Riggertown Mechanistry, while a quieter road leads southwest to the suburbs. You could also descend a series of ladders to Lower Riggertown, or take a footpath north along the Bilious Canal. |
You take the incandescent bulb | You unscrew the 60-watt soft-white incandescent light bulb from the light bulb socket. |
You ask her about Graham | "Who is Mr Graham exactly, and where does he fit into all this?" I asked.
Angela let out a heavy sigh, "I'm beginning to wonder myself," she muttered. "I'm not meant to say anything, but right now I don't know which way to turn! He's Captain Graham, from the War Office. He came to warn us that our operation here had been compromised, and we were discussing what to do about it."
(It occured to me to ask if she thought Graham shot the man.) |
Go north | The corridors of the hospital join in a T-junction. The arms of the
T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.
Bubbles comes trotting after you.
A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the south.
The nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed. |
Describe the surroundings | You can go behind you or in front of you, though in front of you seems a lot more interesting. |
You unlock SUV with the hoop | You give it a try, but the SUV is locked up tight. |
You massage the buttocks | The warehouse itself is nothing special. The large bomb clamped to a wall in the centre of the main area is. A cordon has been erected around it, keeping back a crowd of sightseers eager to see a bomb disposal expert blown to pieces.
A red wire and a blue wire dangle from the side of the bomb. |
You examine the vegetables | Although a vegetable feast is incredibly meager compared to the feasts in town, it will be one of the most lavish of the year for your family. |
Sharpen pickaxe | Duhdha says, "Sharpening is for losers. Dullness brings reward." |
You ask Tyrone about the dog | "Hello, Tyrone," you say.
"Hello again," he says. "How you gettin' along, now?"
Tyrone looks disgusted. "Ole Bailey's a nuisance, is what he is. That's the dog's name, Bailey. Let him run loose, he'd chase rabbits all day long. Them rabbits always get him all het up. He's too slow an' stupid to catch nothin', though. Not unless it's already dead." Tyrone chuckles gently at his own joke. |
You look at Fractals | This is a copy of Fractals, by Benoît Mandelbrot. The book
is emitting a soft glow. |
You close the door | Not now!
The butter on its dish floats through the doorway, surrounded by the glimmering sparks, and then the door closes behind it.
You let out the breath you've been holding and lay down the fire poker. You won't be needing a heavy thing like that to deal with a couple of sparks. You're better off using your wits, and if need be, your fists. Now, where's that thief off to? |
You set safe to 34 | You set the dial to 34. |
You put all in pocket | brass lamp: Done.
bronze ring: (Taking off the bronze ring first)
Done.
thin wand: Done.
pair of erasers: Done.
handful of radberries: Done.
jade figurine: Done.
black stone: Done.
sword: Done.
long rope: Done.
oar: You can't fit that in the pocket.
robe: You can't fit that in the pocket. |
You drop the stool | You set the stool down next to one wall. |
You go south | You crawl back through the cow's ripped hide.
Great Hall (south end)
Your footsteps slide on bloody flags, and every corner's heaped with broken bones. Midway down the hall rests a great cow whose bulk traps her within the room, pinioned between the walls, unable to reverse and see what's happened to her southern side. She has been hacked, she has been half-butchered, her ribs sawn and her muscles rent to leave a cavern in her flank.
Upward a hidden stair leads to the baron's fireplace; northward you could climb into the cow. |
You take the key | (the old-fashioned brass key)
(slipping the strange metal flute into the pocket of your trenchcoat to get a hand free)
You pick up the old-fashioned brass key. It's an old key, the kind with a round barrel about a quarter-inch in diameter and flat, square teeth. |
You pull the hose lever | You pull the lever, and water immediately starts gushing through the nozzle at such pressure that you can't control where the hose is pointing. The water sprays all over, and makes a mess of the glass.
You let go of the lever, and the water stops spraying as a spring pulls the lever back to its normal position. |
You reach in the bucket | You reach into the bucket, but don't feel anything in particular.
[ Your Stamina: 10 Swordfish: 6 ] |
You look out the window | (the large window)
They offer a good vista of the poky little garden, which is damp from the recent rain. A thick clump of climbing roses comes up the wall to the sill. |
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