Let's Play: First Things First by J. Robinson Wheeler

I’ve been stalled out on a couple of attempts at IF projects recently, which I attribute primarily to chronic sleep deprivation brought on by parenting a toddler who wakes consistently at 4am. So I’m going back to something which was a success before: a Let’s Play thread!

Like many nerds, I’m a sucker for a time travel story. First Things First by J. Robinson Wheeler is often cited as the ur-example of a time-travel-themed parser game, but I’ve never played it. Let’s fix that!

Feel free to join in in the thread to observe, commentate, speculate, dissemble or otherwise kibbitz. If you don’t know the solution to a puzzle, but you have an idea, please suggest it! (This also includes “I played this game a few years ago and I don’t remember exactly but I think you might have to do something with the laser and the disco ball.”) But if you do for-sure know the solution to a puzzle (including if you looked it up), please don’t post it unless I ask, even in spoiler tags.

Part 1 - Orientation

You’ve just arrived at home from your nightly visit to the science and invention section of the local public library, where you spend each night dreaming your dreamy dreams of one day inventing a time travel machine. Tonight, for some reason, you’re especially fatigued, and can’t wait to get inside and go right to bed. Seems like a good plan, but somehow you have a premonition it’s not going to be that easy…

Okay, our objective is to go home and go to bed? Doesn’t sound too complicated, but we have seen plenty of great oaks grow from little acorns in the parser game objective space: finding a map in your attic, for instance. Anyway, we’re not burying the lede with the theme, if our character is obsessed with time travel to the point of spending every night reading about it in the public library …

First Things First - A Text Adventure Game by J. Robinson Wheeler
Developed with TADS: The Text Adventure Development System.

Release Version 3.0 20061221
Copyright 2001, 2006 by J. Robinson Wheeler. All Rights Reserved.
Published by JRW Digital Media.
Type ABOUT, CREDITS, and HELP for general information.

Front of house
This is the front of your house. A couple of stones lying about make up your half-hearted attempt at landscaping. Your driveway is to the northeast. A small path leads northwest and southwest. The front door stands invitingly to the west.

You see a doormat here.

A fairly unassuming opening so far; let’s see what we’re working with:

>X ME
You have never been one to care about your appearance. You’re wearing comfortable clothes, the same as always.

>I
You are carrying:
   a library book

>X BOOK
Tonight, like every night, you brought home a book on time-travel theories. This one talks about the paradoxes involved in changing the future from the past, or some such.

Changing the future surely shouldn’t be the problematic part of time travel, right? Everything we do changes the future! Unless this means changing the relative-future-which-is-actually-the-past, e.g. going back to your grandparents’ lifetimes and changing their future so that your parents aren’t born (in what was originally your past).

If this is going to be a time travel game, we may need to start inventing some new tenses.

>READ BOOK
There are two main theories about the potential for time travel. The first is that time is linear and immutable. Even if one were able to travel back and forth, there would be no way to alter the course of events. This does not rule out free will; rather, it is stipulated that free action is accounted for – the time traveller’s comings and goings have, in a sense, already taken place. You could not go back in time and prevent your own birth, for circumstances would intervene to make this action impossible.

This take on free will always feels like a cop-out to me: “oh, you have free will, it’s just that the universe knows what you’re going to use your free will to choose and has already accounted for it, so no changing your mind.”

The second theory is that the timeline branches when a time traveller moves back and forth. A traveller from the future may disrupt the possibility of returning to the same world he or she left behind. Some say that time is an infinitely branching tree, with each moment containing a universe of all probable or possible choices, and the time traveller slips around from one to the next, with free will being a crucial factor in the consequent events.

On the other hand, the “trousers of time” theory is narratively kind of unsatisfying because any time you jump timelines, you leave the old one behind forever, including everyone you know. So if you want to use time travel to fix a problem for your family and friends, all you can actually do is create a new timeline in which that problem doesn’t exist, and then stick around and enjoy your new and improved situation with parallel-universe clones of all the people you left behind and can never return to.

A third theory has been recently posited, and is the core of this particular book. It delves into the possibility of a merger between the two theories (previously determined to be mutually exclusive). This theory is expanded upon under the heading of paradoxes.

I guess that last sentence is inviting us to … ?

>READ ABOUT PARADOXES
(in the library book)
This book centers on a new kind of paradox. It posits a theory in which the two main theories of time travel (previously determined to be mutually exclusive) are merged, allowing both for a universe in which time travel cannot change the course of events; and yet at the same time depicts a branching time stream where a time traveller may redirect events to change the future.

This new paradox goes something as follows: A time traveller from the future travels back to the past. The mere act of traveling backwards disrupts the future course of events from that moment, making it impossible for the traveller to return to his or her own time and find it to be as he or she left it. However, through further manipulation of objects and events, the time traveller will be able to alter the time stream such that the future he or she left will be restored.

I’ve only been playing this game for five minutes and my head already hurts.

Once the future is restored, the time traveller will have discovered that all of these events – including the initial time trip which disrupted the time stream – needed to happen, or else the time traveller would never have existed in the world he or she initially came from, and thus would not have been able to make the trip in the first place. The existence of the future he or she came from was contingent on the very disruption and manipulation of the time stream that nearly caused their future never to have existed at all!

Okay, so I think that what this is getting at is that we can end up with a closed-loop kind of deal where it turns out everything that we did was already predetermined and all of the stuff we did in the past neatly explains what we saw in the present, but we have free will because we’re not required to close the loop and can decide to stick around in the alternate time stream instead?

Hopefully this will all become clearer later when we actually get to do some time travelling. Is there anything else in the book?

>READ ABOUT FREE WILL
(in the library book)
Depending on which theory one subscribes to (either of the two main theories, or the third), free will is either absolutely necessary or absolutely forbidden.

>READ ABOUT TIME STREAM
I don’t see any time stream here.

I can’t think of anything else to look up right now, so let’s look around:

>X DOORMAT
It’s a bulky rectangular mat made out of thatched brown fibers. It reads, “Welcome.”

>LOOK UNDER IT
There’s nothing under the doormat. It would be a good place to put your spare house key, if only you knew where it was.

Uh oh. That last clause has me worried.

>X DOOR
It’s solid wood, a real beauty, with the best lock money can buy. You always considered it to be nicely inviting. Until now.

Yeah, we’re definitely in trouble.

>OPEN IT
It’s locked. Drat the luck, you’ve forgotten your house key tonight. There must be a spare around here somewhere.

Well, we already looked under the doormat, so let’s see what else is around here.

>NE

Driveway
This is your front driveway, which leads west to the north side of your house. A small path leads southwest to the front door. To the east is the road into town.

You see a little car here.

>X CAR
It’s your baby-blue Mazda. You decided some time ago that you would take a personal step to helping the environment by walking everywhere, and you haven’t driven it since. The little car is closed.

I approve of this in principle, and also covertly support the author in keeping the scope of the game manageable by disallowing driving off to any random location that takes our fancy. Although owning a car is expensive, so if we’re really determined not to use it any more, we should probably have sold it.

Anyway, I don’t suppose we left a spare housekey in the car by any chance?

>LOOK IN IT
Why not climb in and look around?

>GET IN IT
You’ll have to open the car first.

>OPEN CAR
It’s locked.

>UNLOCK CAR
What do you want to unlock it with?

>I
You are carrying:
   a library book

Drat. Since a set of car keys has failed to materialise in our inventory since we last looked, we’ll have to leave the car for now.

>E

Sidewalk
The concrete sidewalk that leads away from your house is starting to show the wear and tear of the hot summers and cool winters. The sections are uneven and tufts of grass poke up through the cracks. The sidewalk wanders east alongside the road away from your house and toward the nearby shopping village. Your driveway is back to the west.

You see a mailbox here.

I’m assuming that at some point the game is going to tell us “no, you can’t go wandering off into the night” and keep us confined to the immediate vicinity of the house, so let’s see if this is actually the edge of the map.

>E

Bend in path
As you approach the local nub of suburban civilization, you again are reminded that community expansion has a price. A small shrubbery here serves, apparently, as an excuse for people to litter, as it is full of bits of trash. The footpath bends here from west to north, leading into the shopping village.

Okay, no, there’s more to explore here.

>X SHRUBBERY
It’s a full, healthy, dense little bush.

>SEARCH IT
You find a sewer grating!

Note to self: better make sure to search all the scenery henceforth.

>OPEN GRATING
It’s too heavy to open.

>LOOK IN IT
Sitting in the muck about a foot and a half down is a five-dollar bill.

>TAKE BILL
You can’t reach the five-dollar bill through the grating.

What a classic puzzle! Hopefully we can find some string and some sort of hook to make a makeshift fishing rod?

Since we didn’t take any time to check out the previous location, let’s take a look now.

>W

Sidewalk
The concrete sidewalk that leads away from your house is starting to show the wear and tear of the hot summers and cool winters. The sections are uneven and tufts of grass poke up through the cracks. The sidewalk wanders east alongside the road away from your house and toward the nearby shopping village. Your driveway is back to the west.

You see a mailbox here.

Odds on the mailbox containing a leaflet?

>X MAILBOX
The mailbox is closed.

>OPEN IT
Opened.

>LOOK IN IT
There’s nothing in the mailbox.

Ah, not this time! I can’t see any particular purpose to the mailbox for now, then, but maybe we can go back in time and mail-order something and it’ll turn up here in the present?

>W

Driveway
This is your front driveway, which leads west to the north side of your house. A small path leads southwest to the front door. To the east is the road into town.

You see a little car here.

>W

North of house
The north side of your house is dominated by your garage door. The garage door is closed. A scaled stone wall runs up the side of the house. The driveway extends east, and a small path leads southeast to the front of the house and southwest to the back.

>X GARAGE DOOR
It’s closed.

It’s only while editing this commentary that I realised I didn’t actually try opening the garage door. Let’s make a mental note to try that next time!

>X STONE WALL
The wall tapers in a stairstep fashion as it climbs up to and beyond the edge of the roof.

I can’t quite picture what this wall looks like, but I think there’s a reasonable chance we can …

>CLIMB IT
You climb gingerly up the stone wall.

North roof
This is the north end of the roof. Shingle tiles, already looking the worse for wear, make for slippery traction. A gutter trap, clogged with leaves, runs along the length of the west side of the house. The roof itself continues south. The stone wall, which turns out to be the outside of your chimney, leads back down.

[ Your score just went up by 4 points. You can toggle these notifications at any time by typing ‘notify.’ ]

>X GUTTER
It’s clogged full of leaves.

>TAKE LEAVES
You pull a few stray leaves from the gutter and toss them aside.

Encountering a mailbox earlier in the game leaves me compelled to try:

>COUNT LEAVES
There isn’t much point to that.

>SEARCH LEAVES
You find an old tennis ball, which you take.

Gotta keep searching! At least so far, all the things we’ve found something in by searching have been things which could reasonably contain something hidden from a casual glance. I think where the use of SEARCH really gets its bad press is games where you can EXAMINE a table and be given a description of the woodwork, etc. but it’s not unless you type SEARCH TABLE that you discover there’s a priceless diamond and a smoking revolver lying on top.

>S

South roof
The shingles are in even worse shape on this end of the house, which makes you very nervous as the ground is a long way down from the peak here, at least 30 feet. The gutter trap is to the west and continues up to the north end of the house. You can see the top opening of the drainpipe in the clogged leaves. The only exit is north.

A squirrel is here.

The squirrel is rather squat and feral, but it regards you with an almost intelligent interest.

>X DRAINPIPE
It runs from here down to a spout at the back of the house.

The squirrel gazes into the distance, daydreaming about something.

>SEARCH IT
You feel nothing but muck and wet leaves in the drainpipe.

The squirrel dashes from one spot to another, then twitches its jaws.

>X SQUIRREL
Definitely male, all right. He’s got a tuft of white hair on his head that almost gives him an Einstein-like appearance. In his little paws is a big, juicy acorn.

The squirrel nibbles at his tail.

>X ACORN
Ripe for planting.

Since this is a time-travel game, I would pretty much bet money that we need to get this acorn from the squirrel and plant it somewhere in order to take advantage of there being a tree there in a later time period.

The squirrel lazes about in a state of squirrel contentment.

>TAKE ACORN
The squirrel is carrying the big juicy acorn and won’t let you have it.

The squirrel shakes his little head. It doesn’t mean anything significant.

I don’t get the impression that there’s anywhere else we can go up here, but let’s check:

>E
You will fall off the roof if you go in that direction.

The squirrel gazes into the distance, daydreaming about something.

>N

North roof
This is the north end of the roof. Shingle tiles, already looking the worse for wear, make for slippery traction. A gutter trap, clogged with leaves, runs along the length of the west side of the house. The roof itself continues south. The stone wall, which turns out to be the outside of your chimney, leads back down.

>D
You climb gingerly down the stone wall.

North of house
The north side of your house is dominated by your garage door. The garage door is closed. A scaled stone wall runs up the side of the house. The driveway extends east, and a small path leads southeast to the front of the house and southwest to the back.

We haven’t been behind the house yet, so let’s look there.

>SW

Behind house
The back of your house is pretty non-descript, except for some really nice trees that make up for the lack of landscaping in the front. The spout of your drainpipe comes down here from the roof. A gravel path extends northeast and southeast.

>X TREES
I see nothing special about the nice trees.

>CLIMB THEM
nice trees: The nice trees are not suitable for climbing.

>X SPOUT
I see nothing special about the drainpipe.

The drainpipe sounds like it could be a mechanism for getting things down from the roof (drop them in at the top and then take them out down here), but I’m not sure why we’d need such a thing since we can apparently climb up and down at will.

>SE

South of house
You always thought this would be a nice place to plant a tree, but a bare spot reminds you of your lack of foresight. The ground slopes down slightly here, and the wall of the house looms an extra story high because of it. There is a tiny window high in the wall, about 30 feet up. A little path made by you on your many daily walks leads southwest into the woods. You can walk around your house to the northwest and northeast.

If we weren’t already convinced, that first sentence couldn’t be much less subtle about the fact that we’re going to need to plant a tree here (either now, or in the past). Incidentally, the puzzle solution that I’m hypothesising here (get a seed from a squirrel, plant it in the past to grow a tree which you can use to climb in the present in order to get inside a house) appears in almost exactly the same form in Finding Martin, released four years after First Things First.

>X BARE SPOT
The bare spot reminds you that you always wished you’d planted a tree here. Standing in the spot, your attention drifts to the equally bare wall on this side of the house.

>X WALL
You always thought that the wall on this side of the house would make a great place to hide a secret door. Again, you are reminded of your lack of foresight. If there were a door here, you could get in that way.

So rather than going back in time to plant a tree, we could also go back in time to install a secret door?

I’m still uncertain about whether we should actually be expecting to get inside the house any time soon. It seems like the game is presenting that as our immediate, short-term objective, but this could also be a Bureau of Strange Happenings-type affair where answering the phone that starts ringing in the very first scene is actually the end of the game.

>SEARCH WALL
You find nothing of interest.

>X WINDOW
The little window is probably the one that leads into your attic. It’s hard to judge from here, but it looks like you could just fit through it. Getting all the way up to it is going to be the real problem.

Okay, plenty of things here to worry about later, but not much it seems like we can do right now.

>NE

Front of house
This is the front of your house. A couple of stones lying about make up your half-hearted attempt at landscaping. Your driveway is to the northeast. A small path leads northwest and southwest. The front door stands invitingly to the west.

You see a doormat here.

We probably should have tried this earlier too:

>KNOCK ON DOOR
You knock on the front door. There is no response.

I guess either we live alone (not too implausible for someone who apparently spends every evening at the library) or everyone else is out?

This has brought us back to the front of the house, so let’s check out the little path we saw on the way around.

>SW

South of house
You always thought this would be a nice place to plant a tree, but a bare spot reminds you of your lack of foresight. The ground slopes down slightly here, and the wall of the house looms an extra story high because of it. There is a tiny window high in the wall, about 30 feet up. A little path made by you on your many daily walks leads southwest into the woods. You can walk around your house to the northwest and northeast.

>SW

Path in the woods
This little spot is one of your favorite places to sit and think. A well-trod path winds through a natural grove of cedar and live oak trees. A large rock juts up out of the ground right in your way, so the path does an abrupt curve around it. The path leads northeast to your house, and a clearing is visible to the southwest.

>X ROCK
The rock is a five foot grey boulder, almost egg-shaped, a single piece of heavy, textured granite. Polished smooth over time, a wedge shape sheared from the top ages ago provides a comfortable place to sit.

Not sure if there’s anything in particular to do here?

>SW

Clearing
The woods part in a marvelous natural clearing here. Moonlight streams prettily through the canopy of leaves above. The ground is hard and flat and clean. Your footpath leaves the clearing to the northeast, heading back to the house.

There is a warmth to the air you don’t recognize.

That final line suggests that there’s something important about the air here, but air doesn’t generally afford a lot of options for interacting with it. What can we do here?

>FEEL AIR
The air feels slightly warmer than usual.

>X MOONLIGHT
The moon is gibbous and waning, but bright on this cloudless night.

>SMELL AIR
You smell nothing unusual.

>TASTE AIR
That isn’t something you need to taste.

>X AIR
You see nothing unusual.

>TAKE AIR
It’s fixed in place.

That’s the first not-quite-appropriate default response we’ve seen slip through so far; this game has been doing a pretty solid job for the most part. But I’m out of ideas for the air; the room description also mentions the ground, so can we do anything with that?

>X GROUND
It lies beneath you.

>DIG
What do you want to dig in?

>GROUND
What do you want to dig in it with?

Not looking promising.

>BOOK
The ground is too hard for digging here.

The fact that the response is that the ground is too hard, rather than objecting to the clearly-inappropriate choice of digging tool, suggests that this is probably the wrong direction to be taking.

By this point we’ve explored all of the areas around the house, so the only remaining bit of the map to check out is what we find when we head further down the road. We start by returning to:

Bend in path
As you approach the local nub of suburban civilization, you again are reminded that community expansion has a price. A small shrubbery here serves, apparently, as an excuse for people to litter, as it is full of bits of trash. The footpath bends here from west to north, leading into the shopping village.

You see a sewer grating here.

>N

In the village
This little shopping village is attractively decorated with colored signs pointing you to this merchant and that. To the west is the bank, and to the east is the public library. Because it is late, the only thing open is the sandwich shop, which is to the north. The road leading back home is south.

This seems to highlight pretty clearly that there’s only one way to go from here, but let’s check:

>E
You’ll have to open the public library first.

>OPEN LIBRARY
It’s locked.

>W
You’ll have to open the bank first.

>OPEN BANK
It’s locked.

Sandwich shop it is then!

>N

In the sandwich shop
The room is painted a gaudy yellow color. On closer inspection, it is merely spattered with mustard stains. That’s the kind of shop this is, I guess – heavily frequented because it’s the only one nearby. There’s a counter, a menu, a big advertisement, and a row of tables and chairs. The door is to the south.

Fred, the sandwich guy, is standing at the counter.

Fred says, “Hey there. How can I help you?”

Fred is cleaning some utensils.

There must have been a lot of mustard spilled in this shop if it’s possible to mistake the mustard stains for the actual decor. I guess Fred’s sandwiches must be highly spatter-prone.

>X COUNTER
Flat. Long. Counter-shaped.

Fred is cleaning some utensils.

>X MENU
The menu lists two items: a hot meatball sandwich, and a cold cut combo sandwich. Both are 5 dollars with tax.

Fred is cleaning some utensils.

>X ADVERTISEMENT
The advertisement is a big photo of the cold cut sandwich, with a big star-shaped balloon that contains the phrase: “BUY THE SPECIAL! Now only 99 cents!”

Wow, good job we checked before spending a whole five dollars on the cold cut sandwich! Not that we have any money. We saw a five-dollar bill stuck in a drain, which would buy us one hot sandwich or a spectacular five specials, but only if we can fish it out, which we can’t.

Fred is cleaning some utensils.

>X TABLES
There’s nothing on the tables.

Fred whistles a half-remembered melody.

>X CHAIRS
There’s nothing on the chairs.

Fred dries his hands with a paper towel.

>ASK FRED ABOUT SPECIAL
Fred says, “It’s a good deal. On special.”

>X FRED
Fred, the sandwich guy, always smiles at you even though you must have bought a thousand sandwiches from him. He’s got a pudgy frame, dark eyebrows, and a tiny mustache, but there is always a happy twinkle behind his eyes.

Fred dices some vegetables.

So, there’s nothing obvious to do in the sandwich shop either, at least until we get hold of the money. At which point we can buy a sandwich, but it’s not clear how that might help us either. And we’ll have to choose which one to buy, which leads me to wondering whether we can lock ourselves out of victory by buying the wrong one. My default assumption for a game from 2001 is that unwinnable states are possible, so I’ll be keeping multiple save files. But this leads me, in a roundabout way, to realise that we were so keen to start exploring that we never checked any of the meta-information when we first started. So let’s round out this first installment by rectifying that.

>ABOUT
First Things First was the first game I started writing in TADS, way back in 1996. My brother had just purchased TADS, then available only as shareware. We both sat down to write a quick game to test it out. A couple of days later, he had finished his one-room demo. I had already built about twenty rooms and had invented the basic plot and one or two puzzles. Five years later, Version 1.0 was finally released. Now it’s a further five years later, and the release of Version 3.0 can almost be seen as a 10th anniversary edition. Given the central premise of the game, fixing bugs today that I put into the code fully ten years ago was an interesting experience. Life imitating art, and so on.

Interactive Fiction has evolved since I first started, and so have I. This adventure presents both my naive 1996-era and my matured 2006-era imaginings, as well as the progessive steps in between.

This game is free, but if you would like to make a shareware donation in support of it, please visit jrwdm » First Things First and use one of the PayPal links to do so. Feel free to send me email at ftf@jrwdigitalmedia.com.

Thank you for playing First Things First. I hope you enjoy it.

>CREDITS
This game has been a long haul, with many people deserving of thanks along the way. First, I must thank my brother Diek Wheeler, for getting me started with TADS five years ago. He’s been waiting that long to see the game I said would take me a couple of weeks to finish.

For betatesting, I extend many hearty thanks to Admiral Jota for getting me moving again after a long hiatus. His diligence and stubbornness (especially about NPC interaction) have made the final product more complete (and more interesting) than it would have been. Special thanks to Doug Jones and Vincent Lynch, for their betatesting dedication and their sharp eyes for missing details.

Other people who provided testing and feedback at various points: Jonathan Blask, Tyson Boucher, Tony Delgado, Iain Merrick, and Lenny Pitts. Last but not least, thanks to Geoff Bailey, Vincent Laviano, Peter Nepstad, and the rest of the “Iron-Men” Betatest gang. For Version 2.0: Jason Dyer, Paul Godfrey, Dr. D.J. Picton, Christopher Tate, and Andrew Walters. Version 3.0: D.J. Picton, Steven Tucker.

Honorable mention for general help and problem-solving goes to Neil K. Guy, Gunther Schmidl, Dan Schmidt, Dan Shiovitz, John McCall, and Michael J. Roberts.

About half of those names are the regular ifMUD crew I remember from around the time this game was released. Most of the rest I recognise from the rec.*.int-fiction newsgroups.

>HELP
First Things First is a large-scale text adventure game in the classic style. There are no treasures to collect or monsters to outwit, but you will have to overcome a lot of obstacles as you make your way through the story. You will come across a number of objects, some of which will be obviously helpful, others which may or not be, and still others which are no help at all. Figuring out what you need will be a matter of exploration and trial and error.

There are no included hints to help you along, although the game is populated by various characters who might be able to nudge you along if you ask them about various items in your possession or obstacles you are butting against. There will be times when you definitely know more about a topic than the person you’re talking to, and you can impart this information by telling them about it. Like the character you will portray in the story, however, you will mostly be on your own.

Further note: we should remember to ask people about stuff. In particular, this suggests that we should ASK or TELL people about objects in our inventory.

Remember to examine everything, and make liberal use of your ability to search. When in doubt, revisit places; sometimes, you will find something new in a place you thought you had already scoured.

It is possible to lose or destroy items that you will need later on, so before you do anything irrevocable, remember to save your game. Don’t be reckless, and the game will try to play fair.

Well, there we go; I’ll definitely be keeping those backup saves.

Use the FULLSCORE (FULL) command to keep track of how far along you are in the story. The EXITS (XITS) command will remind you of which directions are open to you.

Good luck, and thank you for playing First Things First.

So, our initial exploration seems complete; I don’t think I missed any places we could go (although since the help text mentions the EXITS command, I’ll have a check back around the map using that to make sure I didn’t overlook anything). It looks like we ought to be trying to find the spare key, although there are clearly a couple of more elaborate puzzles (the unplanted tree and the secret door) which also suggest that they’ll be needed to get inside the house, so I guess we’ll figure out how all of that fits together in the end. Suggestions for what to try next welcome, though!

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I’m the opposite; that take has always made the most sense to me. Did I not have free will yesterday because I now know with 100% certainty that I had a calzone for dinner? Sure, yesterday I could have made a sandwich instead…but today I know that I didn’t.

I find this theory very satisfying from a parser IF standpoint because it basically says “there is no butterfly effect, the only things that can affect the future are manipulating medium-sized dry goods in macroscopic ways”. Whether you set down the box one inch to the left or one inch to the right doesn’t matter, as far as the timeline is concerned; setting it down in the living room versus the bedroom does.

Which is how most parser IF does in fact work! It reminds me of that particular sort of tabletop RPG player who interprets the game’s rulebook as the laws of physics of the simulated world. D&D says each round of actions takes six seconds, therefore the world actually advances six seconds at a time with nothing happening in between. Parser IF doesn’t allow for a butterfly effect, therefore there is no butterfly effect, it’s all about the medium-sized dry goods.

Oh, I know this one! You have to announce loudly that you’re going to go back in time and put the key in the mailbox. Then look in the mailbox, and it’ll be there!

The first example of “plant an acorn in one time period, climb the oak tree in the future to reach something previously inaccessible” I know of in parser IF is Quondam (by Rod Underwood; one of the Phoenix mainframe grames), but there wasn’t a house or a squirrel.

I’m so glad this game provides the short version. Typing EXITS every time is so tedious!

EDIT: Oh right, suggestions. Sit on the boulder? It seems cued.

4 Likes

That’s more or less David Lewis’ position in his famous article “The Paradoxes of Time Travel”:

Consider Tim. He detests his grandfather, whose success in the munitions trade built the family fortune that paid for Tim’s time machine. Tim would like nothing so much as to kill Grandfather, but alas he is too late. Grandfather died in his bed in 1957, while Tim was a young boy. But when Tim has built his time machine and traveled to 1920, suddenly he realizes that he is not too late after all. He buys a rifle; he spends long hours in target practice; he shadows Grandfather to learn the route of his daily walk to the munitions works; he rents a room along the route; and there he lurks, one winter day in 1921, rifle loaded, hate in his heart, as Grandfather walks closer, closer, …

[…]

You know, of course, roughly how the story of Tim must go on if it is to be consistent: he somehow fails. Since Tim didn’t kill Grandfather in the “original” 1921, consistency demands that neither does he kill Grandfather in the “new” 1921. Why not? For some commonplace reason. Perhaps some noise distracts him at the last moment, perhaps he misses despite all his target practice, perhaps his nerve fails, perhaps he even feels a pang of unaccustomed mercy.

(https://philpapers.org/rec/LEWTPO-8; PDF: https://philpapers.org/archive/LEWTPO-8.pdf)

5 Likes

I don’t think I’ve tried this one, though I remember reading a comment somewhere complaining about a poorly-clued unwinnable state, from someone who very much shares my taste in large, puzzle-heavy parser games. Sounds like I might have a new game to try, then. And quite fitting too, given there seems to be a competition involving creating time travel games ongoing right now!

I’ve been thinking of starting this type of thread, and I believe I know which game it’ll be. if I do it (no, not this one, don’t worry)

3 Likes

It probably wasn’t me you were thinking of, but I found the same thing when I played. After putting it into an unwinnable state, I had to replay a large chunk of the game from the start. That said, there’s a lot to like and I don’t regret having played it.

3 Likes

yeah, I think it was someone else.

Anyway, I’ve gotten a bit further now. I’ve got what looks like several things to explore. But that’s a tomorrow problem! :slight_smile:

1 Like

FTF is one of my most loved IF, and having enjoyed what I consider the ideal experience (first playing, then delving in its source code) I’m also enjoying this let’s play.

I promise, no spoilers, but perhaps an post-game commentary… :wink:

Best regards from Italy,
dott. Piergiorgio.

2 Likes

This is what the rationalists call precommitment, right? Except I think you’re supposed to spend your whole life loudly announcing to anyone who’ll listen, “if ever I find myself in a situation where I could use time travel to get hold of my missing house keys, here’s what I’ll do …”

I’m playing on my phone, and it turns out that it autocorrects “XITS” to “X it’s” (apparently I’ve played enough parser games previously that it knows “X” is a perfectly reasonable word to begin a sentence with). So it doesn’t even save a tap …

An entertaining premise for a troll game might be to implement all of the modern convenience features using abbreviations which would have been perfectly reasonable in an alternate history of parser IF but are different to the ones commonly in use now. So you type “X” to list exits from the current room, “I” for “inspect” instead of “X” for “examine”, etc.

(I’ve found out how to progress, by the way. Working on the next update now.)

3 Likes

Oh, this looks fun - thanks for kicking off another LP, it’s been a minute since we’ve had one!

Yeah, this is a variant of the Star Trek transporter issue. It’s kind of terrifying, and there’s some potential for existential horror in considering whether this has already happened, and all but one of us is a quantum imitation of a long-lost original - except then you can just look around at the state of the world and be pretty confident nobody’s gone back in time to fix it yet :slight_smile:

2 Likes

I’m a regular at “Renga in Blue” and you occasionally get a game over there where something like that happens (not to mention the occasional foreign-language game where conventions might be different based on whoever first developed a text adventure in that country). And there is of course “the Gostak”, which replaced everything, though that’s something completely different.

Part 2 - It’s a time machine!

So I tried out the EXITS command, which turns out to just reprint the last few sentences of the room description (the bit that describes the exits from the location, naturally) rather than anything new. I tried opening the garage door, which you can’t, and sitting on the rock, which you can, but to no particular end. But all that is secondary to the fact that, while wandering around the map, this happened:

Clearing
The woods part in a marvelous natural clearing here. Moonlight streams prettily through the canopy of leaves above. The ground is hard and flat and clean. Your footpath leaves the clearing to the northeast, heading back to the house.

You feel as if something is about to happen, but don’t know what.

>Z
Time passes…

There is a strange vibration to the air, and the smell of ozone.

>Z
Time passes…

Something is definitely happening! The center of the clearing is starting to glow bright yellow.

>Z
Time passes…

A sound like the crack of thunder erupts, sucking in the air from around you into a vacuum in the center of the clearing. The light becomes blindingly bright.

>Z
Time passes…

When the light fades, you see that a time machine has appeared!

Well, here’s the time machine we were promised! I wonder how come it appeared here out of nowhere? I’m going to guess that the final thing we’ll need to do in the game will be to arrange to send the time machine back to this time and place, closing the loop and setting the events of the game in motion.

In the meantime, let’s check out our new toy!

>X TIME MACHINE
It’s a large contraption that’s about the size and shape of an engine block, and made of solid metal. It sits on a platform that is welded firmly to the machine itself. On the front is a knob and a large red button. On the back side of it is a hinged compartment. There is a label on the knob.

The time machine pings and clicks as the metal cools down. You feel heat radiating from the machine.

>TOUCH MACHINE
The time machine feels very warm.

>X KNOB
The knob can be turned to settings numbered from 1 to 5. It’s currently set to 1.

>X LABEL
It reads: -20, -10, 0, +10, +20.

>X BUTTON
It looks like an ordinary large red button to me.

The haze and ozone dissipate from the air.

I remember seeing somewhere in a review that this game spans five time periods, so I’m guessing that those numbers are years in the past/future. And the button is presumably “go”. But what’s this compartment?

>X COMPARTMENT
You notice that a lot of heat is coming out of the hinged compartment. The hinged compartment is closed.

>OPEN IT
A wave of heat comes out of the compartment. Opening the hinged compartment reveals the time machine manual.

Oh, maybe I didn’t need to speculate what the knob and button were for; the machine comes with instructions!

>TAKE MANUAL
Taken.

>READ IT
There are ten chapters and a full index. Chapters 1 through 3 go into excruciating theoretical detail about time travel, and how it was discovered to be possible. Chapters 4 through 6 go over the operation of this particular machine, with historical description of early prototypes, which apparently were invented years from now, if that makes any sense. Chapters 7 through 10 are really a detailed appendix featuring technical schematics of how to build one of these from scratch.

Maybe one of these days you’ll build one just to see if it works, which is apparently what the author did.

I wonder if we have to actually build the time machine later in the game in order to send it back here? It sounds complicated though.

>READ CHAPTER 1
The manual is technical to the point of being over your head, involving seven-dimensional calculus and other intimidating mathematics. Maybe if you had a few years to get up to speed, you might be able to understand its explanation of how time travel works, but not before then. Your best bet is probably to look up specific subjects, like the knob or the button, in the index.

>LOOK UP KNOB
(in the time machine manual)
The knob can be turned to one of five settings, indicating the desired jump in time relative to the machine’s current time location. See also: label, red button, alert bulb.

>LOOK UP LABEL
(in the time machine manual)
The label describes the five settings of the knob. A setting of 1 indicates a jump twenty years into the past from the current position. A setting of 2 indicates a jump ten years into the past. A setting of 3 is a safety position, or “Off” setting, understood to mean a jump of zero time, neither forward nor backward. A setting of 4 indicates a jump ten years into the future. A setting of five indicates a jump twenty years into the future. See also: knob.

Okay, that’s pretty much what I suggested up above, although this implies that the five settings are relative to the current time, so maybe we could use multiple 10- or 20-year-jumps in a row to travel further than that?

>LOOK UP RED BUTTON
(in the time machine manual)
After years of refinement, the operation of the time machine has been reduced to the simple push of a button. Once the knob has been set, pushing the button will activate the machine. However, if the machine attempts to make a jump beyond its imposed safety limit, the alert bulb will flash and no jump will occur.

In addition, a safety feature is built into the machine which deactivates the button for a period of time after each time jump. Due to the heat generated in the engine of the time machine, immediate successive jumps will cause its parts to fuse and become useless, a rather dangerous occurrence for a time traveller to face. Therefore, the time machine must cool off before the button may be successfully pushed. Fortunately, this only takes a few minutes (depending on the climate). See also: alert bulb, knob, platform.

“Depending on the climate” worries me a bit. Are we going to end up time-jumping into a volcano where the machine is unable to cool down enough to allow us to jump away again?

>LOOK UP ALERT BULB
(in the time machine manual)
For safety reasons, the time machine can be set to limit the maximum jumping distance. The alert bulb will flash if the red button is pressed while the knob is set to jump beyond the imposed safety limit, and no jump will occur. This safety limit cannot be changed except by dismantling the machine, which is forbidden due to the use of hazardous isotopes in the machine’s engine. See also: red button, knob, label.

Oh, there we go; there’s our limit on the time periods we’re allowed to visit in the game.

>LOOK UP PLATFORM
(in the time machine manual)
Years of development have resulted in the successful manufacture of time machine units designed for small, short trips. This engineering compaction has resulted in the proportionally scaled-down emission fields which allow the transportation of the machine and its contents intact through time. If the machine is activated, anything that is not on the platform will not be transported. It is vital that the person who activates the time machine be also standing on the platform, or he or she will have the unfortunate experience of seeing the unit disappear without them. This is why solo travel is generally considered very dangerous. See also: red button.

Those who remember my Let’s Play of Inside Woman last year will no doubt recall my repeated failures to hide all my contraband before trying to use the transport system (an error which leads to a swift demise). I have an unhappy feeling that “starting the time machine without standing on the platform” may be this game’s equivalent.

Let’s get on there right now so that we can at least get the first time right:

>STAND ON PLATFORM
Okay, you’re now standing on the time machine platform.

[ Your score just went up by 5 points. ]

>X KNOB
The knob can be turned to settings numbered from 1 to 5. It’s currently set to 1.

This suggests that the time machine was sent back to us from 20 years in the future. Pressing the button again will take us 20 years into the past, which is as good an option as any for our first time-jaunt. Let’s go!

>PRESS BUTTON
You push the big red button. Click!

The time machine vibrates and heats up like a toaster oven. A deep red light envelops you. The world around you spins into a wild vortex that suddenly vanishes, leaving you to find yourself in a …

Forest
The woods surround you on all sides, although there is enough space around you to consider it a clearing of sorts. Light streams prettily through the canopy of leaves above. The ground is hard and flat and clean.

You can hear the soft gurgling of a stream nearby, but the foliage is so rich and dense that the sound of it is dispersed. You aren’t sure from which direction it originates. You can barely keep your bearings straight, as each direction looks the same as every other.

You see a time machine here.

[ Your score just went up by 5 points. ]

Okay, so travelling in time doesn’t displace us in space. Or rather, it does, because of the Earth’s orbit and rotation and the movement of the sun around the galactic centre, et cetera, et cetera, but in practical terms, our time jumps are going to drop us in this same bit of forest.

This bit about “each direction looks the same as every other” suggests that we’re not going to be at liberty to navigate freely from this location, but let’s see what happens if we try.

>SW
You get all turned around in the dense forest growth and end up back where you started.

>SE
You get all turned around in the dense forest growth and end up back where you started.

>E
You get all turned around in the dense forest growth and end up back where you started.

>N
You get all turned around in the dense forest growth and end up back where you started.

Okay, we basically can’t go anywhere, then. Maybe if we can find some sort of navigational aid later we’ll be able to make some progress. Is there anything else we can do here?

>I
You are carrying:
   a library book
   an old tennis ball
   the time machine manual

>LISTEN
You hear nothing unusual.

>X TREES
The foliage is thick and tangled.

>CLIMB TREES
You can’t reach that from the time machine platform.

Oh, we’re still on the platform, despite having previously wandered off into the forest and come back again?

>OUT
Okay, you’re no longer on the time machine platform.

>CLIMB TREES
The grove of cedar and live oak trees is not suitable for climbing.

>LOOK

Forest
The woods surround you on all sides, although there is enough space around you to consider it a clearing of sorts. Light streams prettily through the canopy of leaves above. The ground is hard and flat and clean.

You can hear the soft gurgling of a stream nearby, but the foliage is so rich and dense that the sound of it is dispersed. You aren’t sure from which direction it originates. You can barely keep your bearings straight, as each direction looks the same as every other.

You see a time machine here.

I’m going to hypothesise for now that we need to find a compass or other navigation tool before we can do anything here, so let’s go check out some other time periods.

>STAND ON PLATFORM
Okay, you’re now standing on the time machine platform.

>PRESS BUTTON
You push the big red button. Click!

A little alert bulb on the time machine flashes briefly. Perhaps the machine has a limited range, because nothing seems to happen.

Another jump would have taken us to 40 years in our past, which is apparently outside the range of the machine. If we turn it to the “2” setting (back 10 years) and it still doesn’t work, then we’ll know we’re already as far back as we can go.

>SET KNOB TO 2
Okay, it’s now turned to 2.

>PRESS BUTTON
You push the big red button. Click!

A little alert bulb on the time machine flashes briefly. Perhaps the machine has a limited range, because nothing seems to happen.

Right, this is the earliest time period available to us, then. Let’s go forward 10 years and find out what’s up.

>SET KNOB TO 4
Okay, it’s now turned to 4.

>PRESS BUTTON
You push the big red button. Click!

The time machine vibrates and heats up like a toaster oven. A bright blue light envelops you. The world around you spins into a wild vortex that suddenly vanishes, leaving you to find yourself in a …

Clearing
The woods part in a marvelous natural clearing here. Light streams prettily through the canopy of leaves above. The ground is hard and flat and clean. You can hear the busy noise of construction work nearby, coming through the woods from the northeast.

You see a time machine here.

[ Your score just went up by 5 points. ]

So there’s still no path here, but the noise from the northeast is presumably sufficient to allow us to orient ourselves?

>NE
(first getting off the platform)
Okay, you’re no longer on the time machine platform. You push through the trees. Your footpath doesn’t seem to exist any more…

Woods
The smell of freshly-sawed wood wafts through this natural grove of cedar and live oak trees. A large rock juts up out of the ground right in your way. A construction site is to the northeast, and a clearing is visible to the southwest.

>X ROCK
The rock is a five foot grey boulder, almost egg-shaped, a single piece of heavy, textured granite. Polished smooth over time, a wedge shape sheared from the top ages ago provides a comfortable place to sit.

Good ol’ rock hasn’t changed much in the last ten years, then.

>SMELL
You smell sawdust in the air.

>NE

South of house
You are standing on what will be the south side of your house. The house is currently under construction. The wooden frame has gone up, but apart from that, there’s not much to see. The ground slopes down slightly here, and the wall of the house looms an extra story high because of it. A little bare path made by you just now leads southwest into the woods. You can walk around the house to the northwest and northeast. To the east is a dirt road leading to town.

>X WALL
The wooden frame has gone up, but apart from that, there’s not much to see.

Someone shouts, “Get that paint over to number eight!”

If this is when the house is being built, this seems like the ideal opportunity to arrange for the construction of that secret door which the game hinted about earlier. But we don’t seem to be able to interact with the wall much, so I don’t know how we can go about doing that.

>X FRAME
The wooden frame has gone up, but apart from that, there’s not much to see.

>NW

Behind house
You are standing in what will be the back of your house. If you thought it was boring to look at before, you couldn’t possibly be less enthusiastic about seeing it now. The wooden frame has gone up, but that is all there is to see. However, there is something new to see, a temporary workshed built by the construction company. The shed sits to the north. You can walk around the house to the northeast and southeast.

A teenaged kid dashes by with hot coffee for the foreman.

Okay, this shed might lead to something interesting, let’s check that out.

>X SHED
It looks like an ordinary temporary workshed to me.

Two guys wheel past with a load of cinder blocks.

>LOOK IN IT
It’s too far away.

A man with a hard hat barks commands to some dust-covered strongarms.

>N

Outside workshed
The construction company has built a sturdy workshed on your property, apparently for the convenience of storing materials and tools during the job. It is probably locked at night, but right now it is wide open. You can enter the shed to the north. The back of the house is to the south, and your driveway is east.

Someone shouts, “Where’s the langstrom 7-inch gangley wrench?”

>N

Inside workshed
It’s kind of hot and stuffy in here, during the heat of the day. It is also hard for your eyes to adjust to the darkness. The materials that are locked in here at night must all be in use right now, because the shed is basically empty. The only exit is south.

You see four full jugs of miracle-grow here.

We’re already expecting to have to plant something at some point, so getting hold of some fertilizer sounds like something we’ll want to do. I hope all these construction workers won’t get mad if we take it.

>X JUGS
full jug of miracle-grow: In the full jug of miracle-grow you see some thick liquid.
full jug of miracle-grow: In the full jug of miracle-grow you see some thick liquid.
full jug of miracle-grow: In the full jug of miracle-grow you see some thick liquid.
full jug of miracle-grow: In the full jug of miracle-grow you see some thick liquid.

>X LIQUID
The thick liquid is a deliberately unappetizing green color.

>TAKE JUG
Taken.

Maybe if we just take one, it’s less likely that anyone will notice it’s missing?

>S
As you step out, a burly landscaper pushes roughly past you. “Excuse me. I need to use these,” he says, and scoops up all three remaining jugs of miracle-grow with ease. He hustles out, whistling a tune. A large black dog trots along beside him, panting and wagging its tail.

It occurs to you that you should have taken all of the jugs when you had the chance.

Uh, okay. The game is telling us pretty clearly that taking just one jug was a mistake. Let’s back up a bit and grab the whole lot.

Outside workshed
The construction company has built a sturdy workshed on your property, apparently for the convenience of storing materials and tools during the job. It is probably locked at night, but right now it is wide open. You can enter the shed to the north. The back of the house is to the south, and your driveway is east.

A young man scurries by, holding three bundles of copper piping.

>UNDO
(Undoing one command)

Inside workshed
It’s kind of hot and stuffy in here, during the heat of the day. It is also hard for your eyes to adjust to the darkness. The materials that are locked in here at night must all be in use right now, because the shed is basically empty. The only exit is south.

You see three full jugs of miracle-grow here.

>TAKE JUGS
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.

So the game tried to take all four jugs, including the one we’re already carrying, but we don’t seem to be able to pick up any. We are carrying one, right?

>I
You are carrying:
   a library book
   an old tennis ball
   the time machine manual
   a full jug of miracle-grow
       some thick liquid

Well, if we can carry four things, let’s grab the four jugs and leave this other stuff in the shed where we can presumably come back for it?

>DROP BOOK, BALL AND MANUAL
library book: Dropped.
old tennis ball:
time machine manual: Dropped.

>TAKE JUGS
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.

Hm, no. Maybe there’s some hidden object size/carrying capacity mechanic at play here, and the jugs are all bigger than the other stuff we were carrying?

>TAKE JUG
You’ve already got your hands full.

>I
You are carrying:
   an old tennis ball
   a full jug of miracle-grow
       some thick liquid

Wait, we didn’t drop the ball?

>DROP BALL

The game produces no response at all to this command. Not sure what to make of that, except that clearly dropping the ball here is not an important enough part of the game to have been picked up in either of the previous releases?

>DROP JUG
Dropped.

>LOOK

Inside workshed
It’s kind of hot and stuffy in here, during the heat of the day. It is also hard for your eyes to adjust to the darkness. The materials that are locked in here at night must all be in use right now, because the shed is basically empty. The only exit is south.

You see four full jugs of miracle-grow, a library book, and the time machine manual here.

>TAKE JUGS
full jug of miracle-grow: Taken.
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.
full jug of miracle-grow: You’ve already got your hands full.

Right, so we can definitely pick up one jug but no more. The tennis ball probably isn’t the problem here, but can we get rid of it any other way?

>PUT BALL IN JUG
The jug is full already. You can’t put that into the jug.

>THROW BALL
You throw the old tennis ball. The huge dog tears off after it! You hear his playful barking disappear into the woods.

Um … what now?

This is a bug, right? There’s no dog mentioned in this scene, so we must have triggered some kind of logic that’s meant to crop up in response to throwing the ball in some other circumstances?

Although, hang on, the game did mention a dog accompanying the landscaper who came in to take away the rest of the jugs when we left with our one. Does throwing the ball somehow distract him so that he won’t now come in as we leave?

>S
As you step out, a burly landscaper pushes roughly past you. “Excuse me. I need to use these,” he says, and scoops up all three remaining jugs of miracle-grow with ease. He hustles out, whistling a tune. A large black dog trots along beside him, panting and wagging its tail.

It occurs to you that you should have taken all of the jugs when you had the chance.

Guess not. So we’re probably in an unwinnable situation here, assuming that we need all of these jugs, because we can’t carry them out with us and they’ll disappear as soon as we leave. Also, we may have triggered a bug with potentially unknown consequences later in the game. All things considered, I think it’s time to restore our save.

6 Likes

After replaying back to this point …

Outside workshed
The construction company has built a sturdy workshed on your property, apparently for the convenience of storing materials and tools during the job. It is probably locked at night, but right now it is wide open. You can enter the shed to the north. The back of the house is to the south, and your driveway is east.

Two guys wheel past with a load of cinder blocks.

I’m going to assume for now that we need to stay out of the workshed until we find a way to transport all four jugs at once. This wouldn’t make sense in real life, because that landscaper could presumably turn up and carry them off at any moment, but in game-logic it seemed pretty clear that his arrival was triggered by us leaving the workshed. So we’ll stay clear for now and explore the rest of the construction site.

>E

North of house
You are standing on what will be the north side of your house. The house is currently under construction. The wooden frame has gone up, and the driveway is currently being poured, but apart from that, there’s not much to see. A temporary workshed is to the west, and you can walk around the house to the southeast and southwest.

A man with a hard hat barks commands to some dust-covered strongarms.

There’s lots of construction workers mentioned coming and going, incidentally, but it doesn’t seem to be possible to interact with any of them.

>SE

Front of house
You are standing in what will be the front of your house. The house is currently under construction. The wooden frame has gone up, but apart from that, there’s not much to see. A construction blockade is to the northeast, preventing you from stepping on the freshly-poured cement driveway. A huge supply truck sitting on the other side of the driveway, behind the blockade. You can walk around the house to the northwest and southwest. You can go around the driveway and find the road into town to the east.

Someone shouts, “Where’s the langstrom 7-inch gangley wrench?”

>X TRUCK
A sign on the truck says: Blanc & Lebling Construction Supply Company, Inc.

For the younger members of the audience, this is a reference to Mark Blank and David Lebling, founders of Infocom and authors of Zork.

A young man scurries by, holding three bundles of copper piping.

>ENTER TRUCK
It’s too far away.

Two women walk by, discussing their favorite winch pulley manufacturers.

>N
There is nowhere to go in that direction.

Someone up in the roof rafters shouts orders that are ignored.

>NE
You can’t walk across the newly-poured cement driveway.

Someone cries, “Yeah! We’ve been waitin’ for those!”

The presence of this inaccessible truck suggests some sort of puzzle, although I don’t yet know how we might get past the cement or why we might need to do so.

Just checking whether the game does consider northeast a direction we might go from here:

>EXITS
You can walk around the house to the northwest and southwest. You can go around the driveway and find the road into town to the east.

Apparently not, although we don’t know if that’s because the EXITS command doesn’t list exits that are blocked or because we’ll never be able to go in that direction.

A huge man with a mustache to match lopes by, carrying a trowel and a bag of plaster mix.

>E

Sidewalk
The concrete sidewalk that leads away from your house is also recently poured. The unpaved dirt road that leads in the direction of the construction site has been crisscrossed by a number of vehicles with large treads. The road takes a bend here to the north. The construction site is back to the west.

This doesn’t suggest much to do here, unless there’s anything important about all these vehicle tracks?

>X TRACKS
I don’t see any tracks here.

>N

Oakwood drive
This pleasant road wanders peacefully through the lush tree growths native to the area. In the intervening years, they’ll straighten the road and widen it, cutting down dozens of these forty- to ninety-year-old live oaks. The road leads north into the shopping village, and south in the direction of your house.

Although it’s clearly the same area, the in-game geography has changed a little in terms of the number of locations between here and the village and the directions of the connections between them. I wonder if this bit about the trees being cut down is something we’re supposed to do something about, or just colour.

>N

In the village
The little shopping village looks a little different than you’re used to seeing it. Colored signs point you to this merchant and that. To the west is the bank, which seems like it’s always been here and always will. To the east is an empty plot of land. The sandwich shop is to the north. The road leading back is south.

Okay, no library, but the sandwich shop and the bank are the same as they are in the present.

>N
It’s lunchtime, and the sandwich shop is crowded with customers. You don’t feel like fighting your way through the line.

>E
This plot of razed land is where the library will someday be.

>W

In the bank
The bank interior is polished and impeccable. A desk to the south says “New Accounts.” A teller window to the north is labeled “Deposits and Withdrawals.” A hallway leads west into the bank’s back offices. The exit is east.

>W
The teller says, “Excuse me, but bank customers are not allowed to go into the back offices.”

Well, if we want to do anything in the bank, I guess we need an account? The presence of a bank in this time-travel game makes me wonder if we can get up to any compound interest shenanigans, although ten years (or even forty years) isn’t enough to get really exploitative.

>S

New accounts
The new accounts area is a clean little area in the corner of the bank. No one seems to be here. The lobby is back to the north.

Hm, not very helpful. Let’s try the other direction.

>N

In the bank
The bank interior is polished and impeccable. A desk to the south says “New Accounts.” A teller window to the north is labeled “Deposits and Withdrawals.” A hallway leads west into the bank’s back offices. The exit is east.

>N

At the Teller window
The teller stands ready at the window, with a polite but grim expression.

The bank teller is standing behind the teller window.

The teller says, “Good morning. Would you care to make a deposit or a withdrawal today?”

Since we don’t apparently have an account (or at least we don’t have a bank card in our possession), we probably can’t make a withdrawal, but maybe if we say we have some money to deposit we can set up a new account in the process?

>>DEPOSIT

The teller says, “A deposit. Very good.” He punches some numbers on his computer. “I’m sorry. You don’t seem to have an open account. Please see Laura at the new accounts desk first.”

The teller says, “Have a nice day.”

Guess not. So if we want to do anything with the bank, we’ll need to find this Laura, whoever and wherever she is.

In the bank
The bank interior is polished and impeccable. A desk to the south says “New Accounts.” A teller window to the north is labeled “Deposits and Withdrawals.” A hallway leads west into the bank’s back offices. The exit is east.

We’ve taken in everything immediately obvious in this time period, so let’s explore the others before we start worrying too hard about solving any puzzles. We make our way back to:

Clearing
The woods part in a marvelous natural clearing here. Light streams prettily through the canopy of leaves above. The ground is hard and flat and clean. You can hear the busy noise of construction work nearby, coming through the woods from the northeast.

You see a time machine here.

>STAND ON PLATFORM
Okay, you’re now standing on the time machine platform.

We’re currently ten years in our past, and we’ve explored the present, so the next time period to check out is ten years in our future, a twenty-year jump from here.

>SET KNOB TO 5
Okay, it’s now turned to 5.

>PRESS BUTTON
You push the big red button. Click!

The time machine vibrates and heats up like a toaster oven. A blinding purple light envelops you. The world around you spins into a wild vortex that suddenly vanishes, leaving you to find yourself in a …

Clearing
The clearing here is desolate, giving the distinct impression that all natural life has left this area. The ground is hard and overgrown by weedy grass. There are no trees any more, but there are some stumps where once they stood. Your old footpath is nowhere to be seen. You do see your house to the northeast, but it too looks abandoned.

You see a time machine here.

[ Your score just went up by 5 points. ]

Uh, this looks bad?

>NE
(first getting off the platform)
Okay, you’re no longer on the time machine platform.

At the rock
A large rock juts up out of the ground right in your way, a familiar landmark in an otherwise unfamiliar landscape. Once nestled along a wooded path, it now is the sole feature of an eerily empty landscape, distorting your perceptions of scale and distance. The broken remains of dark glass bottles lie around the base. The rock itself looks darker than you remember it, somewhat blackened. To the northeast is your house, and a clearing is visible to the southwest.

>X ROCK
The rock is a five foot grey boulder, almost egg-shaped, a single piece of heavy, textured granite. Polished smooth over time, a wedge shape sheared from the top ages ago provides a comfortable place to sit.

It is now darkened near the base, covered in a filmy black soot. Other marks, small circular burns that have left yellow drip-stains, are noticeable to the left and right of the sitting shelf.

>X SOOT
It is evidence that a fire has burned through this area.

Okay, I wasn’t quite getting what sort of devastation we were looking at up until now, but the aftermath of a massive fire makes sense.

>TOUCH SOOT
The filmy black soot feels like a filmy black soot.

>X MARKS
I don’t see any marks here.

>X BURNS
I see nothing special about the small circular burns.

These feel like they should have come from something slightly more specific, but I can’t figure out what, and if they’re “nothing special” when we examine them then I don’t know if we’re likely to get anything better.

>NE

South of house
This is not your house as you expected to find it, but a scene of devastation. The house has been destroyed by fire. There is nothing left of the roof or the upper half, and of the lower half, merely charred timbers and twisted pipes that no longer lead to anything. To the southwest is the old rock and, farther, the clearing. You can walk around what’s left of your house to the northwest and northeast.

This all seems much more upsetting than I expected to find ten years into the future. Maybe we can get inside the house at last, though?

>N

Inside the house
You are now inside your house, but it is unrecognizable either as yours or as a house. All that there is to see, unfortunately, is fire damaged wood and broken things. The insides have been burnt out, leaving a brittle, soot-stained shell that you can hear wind whistling through. Sadly, you can exit in any direction.

>SW

South of house
This is not your house as you expected to find it, but a scene of devastation. The house has been destroyed by fire. There is nothing left of the roof or the upper half, and of the lower half, merely charred timbers and twisted pipes that no longer lead to anything. To the southwest is the old rock and, farther, the clearing. You can walk around what’s left of your house to the northwest and northeast.

Since there are only locations to the north, south, east and west of the house, I guess leaving in one of the non-cardinal directions had to take us to one of those?

>NW

Behind house
The house has been destroyed by fire. There is nothing left of the roof or the upper half, and of the lower half, merely charred timbers and twisted pipes that no longer lead to anything. A gravel path extends northeast and southeast.

>NE

North of house
The house has been destroyed by fire. There is nothing left of the roof or the upper half, and of the lower half, merely charred timbers and twisted pipes that no longer lead to anything. The stone chimney that once led up is a crumbled pile of blackened stone and mortar. The driveway extends east, and a small path leads southeast to the front of the house and southwest to the back.

>CLIMB CHIMNEY
There is nothing left standing for you to climb.

Nothing of much promise here so far.

>SE

Front of house
The house has been destroyed by fire. There is nothing left of the roof or the upper half, and of the lower half, merely charred timbers and twisted pipes that no longer lead to anything. Sopping mounds of rotting leaves that have collected along the edges and corners indicate years of neglect. A pool of dirty yellow water trickles down from the driveway and collects, full of black silt, near where the front door used to be. The driveway is to the northeast, and a clearing is visible far to the southwest. You can enter the burned house to the west, but there won’t be much to see there.

>X LEAVES
Sopping mounds of rotting leaves have collected along the edges and corners of your house, indicating years of neglect.

>SEARCH LEAVES
You find nothing of interest.

>X SILT
I see nothing special about the black silt.

>X POOL
A pool of dirty yellow water trickles down from the driveway and collects, full of black silt, near the front door.

>SEARCH POOL
There’s nothing in the pool of dirty water.

The leaves and the pool of silt sound like they ought to be important, but they don’t currently seem to be hiding any secrets.

>NE

Driveway
Your driveway looks much the same, a thankful sight after the ruin your house has become. The road to town still lies to the east. Your front door is to the southwest.

You see a newspaper here.

>TAKE NEWSPAPER
Taken.

>READ IT
An item in the business section catches your eye. Apparently, the Lothario Corporation has failed to consume DibbleBits, an upstart technology company, in hostile takeover. It seems DibbleBits is cash-rich right now, its stock value having taken a sudden 80-point jump in the last year, due to technology demand, after having languished at pennies-per-share for 30 years.

A penny stock that suddenly leapt up in value? If only we had some way to exploit this knowledge … some way to go back in time somehow?

>E

Sidewalk
After the shocking sight of your house, this once-familiar sidewalk is a calming surprise. Someone must have recently repoured the walk, as it is smooth and free of flaws. The sidewalk bends runs alongside the road from your house to the west into the nearby strip mall, which is north.

You see a mailbox here.

>X MAILBOX
The mailbox is closed.

>OPEN IT
Opened.

>LOOK IN IT
There’s nothing in the mailbox.

It’s got to be good for something eventually!

>N

Strip mall
The walk to town is much shorter, because progress seems to have brought the town to you. Where there used to be some nice trees and bushes is a concrete strip-mall. The old village square with the library, bank, and sandwich shop seems to have been mowed down to make way for this thing. In fact, a sign here makes you think even this strip mall isn’t long for this world. Even the bank is gone, replaced by an impersonal automated teller machine (ATM).

In the strip mall you see a number of vacant offices. The only shop that seems to be open for business is an alabaster little store labelled “Locksmith,” which is directly to the north. The way back to your house is south.

>X SIGN
The sign in the locksmith shop reads, “Going out of business - Free stuff.”

Free locksmithing tools? Sounds appealing to someone who’s currently locked out of their house!

I’m assuming we can’t go anywhere else within the mall?

>W
There is nowhere to go in that direction.

Right, what about this ATM then?

>X ATM
The automated teller machine has a slot, a display, and a numeric keypad.

>X SLOT
I see nothing special about the card slot.

>X DISPLAY
The display reads: Welcome to VistaBank, a division of LotharioCorp. Please insert your ATM card.

>X KEYPAD
It has the numbers 0 through 9 and a CANCEL button.

If we ever manage to get an account set up at the bank, maybe they’ll give us a card we can use here. Although then we’d have to hope that they issue cards that remain valid for at least 20 years.

>N

Locksmith shop
A sign inside says, “Going out of business - Free stuff.” Most everything has been taken already. The only exit is south.

You see a motorized grinder here. The motorized grinder seems to contain a blank.

>X GRINDER
The device is pretty simple: you put a master key and a blank into the grinder, turn it on, and the lathe cuts the blank into a duplicate. A black, heavy-duty electrical cord with a plug at the end trails out the back. The thick black cord is plugged into the socket. In the motorized grinder you see a blank.

Ok, so we have a device for duplicating keys here. Unfortunately, that doesn’t solve the problem we’re currently facing, because if we had our house keys to duplicate them, we could just get into the house anyway. In fact, I can’t really picture what kind of puzzle this solves, as I don’t know what use we might have for two copies of the same key? We might need to send one key back in time somehow and hang onto the other, but I can’t see how that comes up given the way that time travel in the game is currently framed.

I ran out of time for this play session at this point, but conveniently, we’ve pretty much explored everything obvious in this time period, so next time we should start by jumping forward another ten years to see if that’s even more bleak and depressing.

6 Likes

Oh, while we’re here, I should also flag up for anyone who didn’t spot it that @otistdog has just posted an interview with the author.

2 Likes

I managed to at least get started inn the earliest time period, though I’m mildly annoyed for reasons you’ll soon discover and haven’t been thorough yet. Minor hint follows.

You do remember which direction you used to get out of the clearing, right? It’s one of those you didn’t try

Edit: Also, yeah, I guess (though have no idea how to try yet) that we have to deposit the $5 in the past, collect a bit more money in the present, and then have enough money to buy both kinds of sandwich. Though why exactly we need any sandwich still puzzles me

I would guess you just missed this, but it seems an obvious ploy :wink:

He’d already been there and found the New Accounts desk empty, I think - though I wonder if this is one of those things that change in play, and after you get the pointer Laura will be there if you go back for a second visit.

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Oh, ha, whoops. Yeah, or after you get some money to deposit?

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This really seems like something I’d expect to find in a consumer product, not in a prototype a tinkerer built in their garage to see if it would work.

I’m really curious who these limits are intended for, though. If they’re applied at the factory for legal or safety reasons, why is our protagonist’s current time included (or alternately why are there not tons of time travellers around)? So are these more like parental controls on Netflix? Making sure your teenager doesn’t crash the time machine in the Palaeocene, too far away for rescue?

Separate from that, having it only move in increments of ten years is a nice design choice. It explains why time “keeps flowing” in all the different eras, and why we can’t go back and interfere with our earlier selves.

Nah, we didn’t move at all! We simply choose to use the earth as our reference frame so orbits and revolutions and such don’t matter.

You know how unnecessary adjectives can sometimes come across as really ominous?

(I’ve since been informed by my non-cannibal mother that “live oak” is a particular type of oak, not just oak that is alive, but I’m keeping this paragraph regardless.)

I see this is a game that expects a lot of UNDOing.

Time travel!

Why? You might as well ask George Mallory why he needed to climb Mount Everest!

We could also potentially use a safe-deposit box to transport something “the long way” from past to future!

There’s natural compounding, and then there’s “withdraw my entire savings 20 years in the future, go back to 20 years in the past, and add it all to the principal” compounding!

Now I’m worried what 20 years would do…

Making a duplicate of something is also useful for making a closed loop, because it means the object doesn’t have to be in exactly the same condition at the start and end of the loop. (But given that time travel in this game explicitly seems to follow a medium-dry-goods model, wear and tear probably isn’t important.)

3 Likes

Part 3 - The sandwich artist and the monolith

We still need to check out the fifth time period, 20 years in the future. But before we head there, I’m reminded that the help text suggested that we try asking people about things. The only person we’ve met whom we can actually interact with is Fred, who works in the sandwich shop (none of the construction workers in the past stick around long enough for us to talk to them), so let’s go see if he has anything to say.

In the sandwich shop
The room is painted a gaudy yellow color. On closer inspection, it is merely spattered with mustard stains. That’s the kind of shop this is, I guess – heavily frequented because it’s the only one nearby. There’s a counter, a menu, a big advertisement, and a row of tables and chairs. The door is to the south.

Fred, the sandwich guy, is standing at the counter.

Fred cleans the countertop.

>ASK FRED ABOUT SANDWICHES
Fred says, “So, we got the hot sandwich, or the cold cut combo special today. The hot sandwich is meatball, the cold cut combo has bologna, turkey, and sliced ham.”

>ASK FRED ABOUT HOT SANDWICH
Fred says, “Hot meatball sandwich. One of my favorites. Fills you right up.”

>ASK FRED ABOUT COLD SANDWICH
Fred says, “It’s a good deal. On special.”

Well, I don’t know if there’s anything else to ask Fred about regarding his own area of expertise, but let’s see if he has any hints about our predicament.

>ASK FRED ABOUT KEYS
I don’t know the word “keys”.

>ASK FRED ABOUT KEY
Fred says, “Locked out, eh? Me, I always hide a spare key outside my place, just in case of emergencies.”

Yeah, that would be great. But where? It’s not under the doormat, in the mailbox … are there any other classics?

>ASK FRED ABOUT ROOF
Fred says, “Gee, it’s a shame to have a nice house and then keep a cruddy roof on top of it.”

Gee, Fred, bold move to go throwing shade on my house when the walls of your shop are covered with mustard.

>ASK FRED ABOUT GARAGE
Fred says, “You ought to look through all that and see if there’s anything good hidden in there. You never know.”

Is this assuming that we’ve been inside the garage (which we haven’t) and seen that it’s full of junk?

>ASK FRED ABOUT CAR
Fred says, “You have a car you don’t even drive? Man. If I had enough money, I’d buy me a Jaguar. Vrrrrrm! Vrrrm!” He chuckles to himself. With a twinkle in his eye, he says, “Ah, maybe, someday.”

>ASK FRED ABOUT MAILBOX
Fred says, “Mailbox, eh? Was there anything in it? Are you expecting anything? Mail usually comes in the morning around here, of course.”

Ok, Fred hasn’t said anything terribly useful about our immediate environment, so let’s see if we can fill him in on the situation and see if he has any ideas about the time travel side of things.

>ASK FRED ABOUT TIME TRAVEL
Fred says, “Time travel, eh? I used to watch a lot of Doctor Who. I’m not really into science fiction stuff any more, though.”

>TELL FRED ABOUT TIME MACHINE
Fred says, “Aw, now you’re pulling my leg, right? A time machine? Out in the woods? I don’t believe it. I mean, you’d have to show me some proof.” He regards you with comical suspicion.

How about this manual?

>SHOW MANUAL TO FRED
Fred says, “Um. Geez. You have a time machine, and a manual to go with it? I guess I’d ask to go for a ride on it, but I’m needed back on planet Earth, where I just sell sandwiches.”

Fred doesn’t seem convinced. I can’t say I blame him, since if someone turned up in my shop claiming to have travelled in time but providing only an elaborate technical manual as proof, I’d reason that it was significantly more likely that they were a crank who spent weeks on a fake time machine manual than that they were actually telling the truth.

I don’t think we have anything more convincing, do we?

>I
You are carrying:
   a library book
   an old tennis ball
   the time machine manual
   a newspaper

Fred puts some bread into the oven.

Oh, wait, the newspaper from the future!

>SHOW NEWSPAPER TO FRED
It is dangerous to go around showing obvious artifacts from the future to people in the past.

Huh. Well, I’m not quite sure what to make of Fred’s insistence that we “show him some proof” if the game is going to prevent us from doing so when we have the opportunity.

I can’t think of anything else to say to Fred right now, so the remaining task is to check out the fifth time period. We return to …

Clearing

You see a time machine here.

>STAND ON PLATFORM
Okay, you’re now standing on the time machine platform.

>SET DIAL TO 5
Okay, it’s now turned to 5.

>PRESS BUTTON
You push the big red button. Click!

The time machine vibrates and heats up like a toaster oven. A blinding purple light envelops you. The world around you spins into a wild vortex that suddenly vanishes, leaving you to find yourself in a …

Parking lot
You are standing in the middle of a gigantic parking lot which extends as far as you can see in most directions. An ugly, hot wind whips past you, scorching across the miles of black pavement, drawing at you like a vacuum, pulling you toward one of the ugliest skyscrapers you have ever seen.

Oh, man, twenty years in the future sucks even more than ten?

A monolith of black glass and steel, it rises fully 80 stories, at least. The fearsome structure is a short walk to the northeast, right where your house used to be.

You see a time machine here.

I’m sure that the fact the skyscraper has been built exactly where our house used to be isn’t ominous at all. Also, given that it’s surrounded by a vast, empty parking lot, are we expecting to find anyone there?

The game drew our attention to the wind, so is there anything to be discovered there?

>LISTEN
You hear nothing unusual.

>X WIND
The air is stifling, searing hot, and oppressive. It shimmers, making you feel as if you are hallucinating this experience.

>FEEL AIR
You feel nothing special.

>FEEL WIND
You feel nothing special.

>SMELL WIND
The air is a hot furnace blast in your nostrils, smelling of baked pavement.

Guess not.

>EXITS
There don’t seem to be any visible exits from this location.

The location description implied that the skyscraper was to the northeast, so we’ll try that in a second, I guess.

>X MONOLITH
A monolith of black glass and steel, it rises fully 70 stories and seems by design to trample and crush the human spirit.

It was 80 stories a moment ago, but I guess judging the height of a skyscraper is pretty hard. Anyway, the description is not being remotely subtle regarding how we’re meant to feel about this skyscraper which appears to be the only thing of note anywhere in this time period.

>NE
(first getting off the platform)
Okay, you’re no longer on the time machine platform.

Beneath the skyscraper
The skyscraper looms, looms, looms above you. It could be as high as 100 stories, but somehow the rippling heat from the blacktop is making your vision distorted, and you really can’t trust your eyes right now. The name “Lothario” is displayed in striated steel letters 20 feet up over the entranceway, which extends through glass doors into an expansive lobby. There is not another soul in sight. Your only means of escape is the time machine, visible through the hazy heat to the southwest. You hope it isn’t just a mirage. The glass doors are to the west.

Now it’s even bigger! We previously heard about the Lothario corporation ten years ago when they were failing to acquire DibbleBits, but they now seem to have build their giant, evil corporate headquarters right on top of our house. I’ve always understood “Lothario” to mean a skeevy seductionist type, which seems an unusual name for any company, evil or otherwise, but I guess we don’t actually know what this corporation does yet.

>W
(Opening the lobby doors)
The blast of dessicating heat settles into the sterile chill of air conditioning as you pass through the doors…

Expansive lobby
The floor of this oppressively architectured lobby, with proportions guaranteed to make the visitor feel powerless and insignificant, is made of polished pink granite. Black marble walls laced with stripes of brass lurch upward to a curved ceiling. An almost laughable fresco has been painted in the dome, depicting Atlas shouldering the world as angels look on. In this rendition, Atlas sports a tailored, double-breasted gray suit and an advertising-age, beaming white smile.

You are aware of the presence of security cameras, at least four that you notice right away, pointed in your direction. A massive security desk built of granite, with an arcing black marble countertop, is situated in the middle of the lobby. An array of black and white monitors are visible behind it.

The lobby doors exit to the east. To the northeast is a long hallway, and to the northwest you see a set of three elevators.

There is a security guard here, sitting behind the desk.

>X GUARD
She is a tall, powerful-looking woman in her late thirties. Her orange hair has been yanked straight back into a tight bun, stretching her already tense face into a taut mask of ill humor. She wears a uniform, a badge, a stun gun, a pistol, and an air of unassailable authority.

Well, we don’t really know why we’re here, but since this guard seems to be staffing the reception desk, maybe she can tell us something about the Lothario corporation?

>ASK GUARD ABOUT LOTHARIO
The security guard says, “I’m not authorized to tell you anything about that.”

>X MONITORS
On the monitors you see various places in the building, with interchangeable people in dark suits going to and fro. As you turn your head, a face catches your eye. It’s an older woman, dressed in a dark suit like everyone else. Something about her seemed very familiar, but she exits the view of the elevator camera before you can place her. You scan around, trying to see where she goes, but you can’t find her again.

That’s intriguing; can we see anything more of this woman?

>X MONITORS
On the monitors you see various places in the building, with interchangeable people in dark suits going to and fro.

Hmm, apparently not. Hopefully we can track her down later.

>NE
The security guard stops you. “You don’t have any business down there,” she says.

>NW

Lobby elevators
This short hallway is painted a deep shade of crimson. A large building directory is bolted to the wall. A leafy plant sits in the corner, attempting to breathe some semblance of real life into the sterile atmosphere. There are three closed elevator doors here, and up and down call buttons. The lobby is back to the southeast.

>PRESS DOWN
You push the down button. You assume one of them will respond to your call, but nothing immediately changes.

The security guard comes walking slowly towards you. “You there,” she says. “Who are you going to see?”

Looks like we need the name of someone we can claim to be visiting before we can get anywhere in here. We know the name of exactly one person in this game, and he seems a relatively unlikely person to find here, but nothing ventured, nothing gained:

>TELL GUARD ABOUT FRED
She says, “I’m not sure who that is, but you’ve proven to me that you have no legitimate business here. I’m going to have to ask you to leave this area.” She escorts you back to the lobby and eyes you warily from behind her desk, as if at any moment she expected you to start waving sticks of dynamite and making wild demands.

Expansive lobby

You see a security desk here.

There is a security guard here, sitting behind the desk.

Can we find out anything else from the guard about what we’re doing here?

>ASK GUARD ABOUT ELEVATORS
The security guard says, “I’m not authorized to tell you anything about those.”

>ASK GUARD ABOUT MONITORS
The security guard says, “I’m not authorized to tell you anything about those.”

>ASK GUARD ABOUT WOMAN
The security guard says, “I’m not authorized to tell you anything about her.”

She’s not the most helpful. Anything else around here that might be useful?

>LOOK UNDER DESK
There’s nothing under the security desk.

>LOOK

Expansive lobby
The floor of this oppressively architectured lobby, with proportions guaranteed to make the visitor feel powerless and insignificant, is made of polished pink granite. Black marble walls laced with stripes of brass lurch upward to a curved ceiling. An almost laughable fresco has been painted in the dome, depicting Atlas shouldering the world as angels look on. In this rendition, Atlas sports a tailored, double-breasted gray suit and an advertising-age, beaming white smile.

The lobby doors exit to the east. To the northeast is a long hallway, and to the northwest you see a set of three elevators.

You see a security desk here.

There is a security guard here, sitting behind the desk.

Oh, we haven’t checked the fresco yet.

>X FRESCO
The almost laughable fresco has been painted in the ceiling dome. It depicts Atlas shouldering the world as angels look on. In this rendition, Atlas sports a tailored, double-breasted gray suit and an advertising-age, beaming white smile.

That’s pretty much the same as we already got from the room description. I can’t find anything else we can do in here, so let’s head back out.

>E
The sterile chill of conditioned air gives way to the punishing blast of dessicating heat as you pass through the doors…

Beneath the skyscraper

>SW

Parking lot

You see a time machine here.

You hear a sharp noise that dies quickly away.

What was that?

>LISTEN
You hear the dessicating blasts of hot winds across black-topped pavement.

You see something moving in the shimmering air.

>X AIR
The air is stifling, searing hot, and oppressive. It shimmers, making you feel as if you are hallucinating this experience.

Something is moving quickly toward you from the northeast.

>X THING
I don’t know the word “thing”.

One of the most vexing situations a parser game can put you in: mention something without giving the player a word they can use to refer to it.

>X SOMETHING
I don’t know the word “something”.

>X NORTHEAST
I don’t see any northeast here.

If we go northeast, will we run into whatever it was?

>NE

Beneath the skyscraper

>LOOK

Beneath the skyscraper
The skyscraper looms, looms, looms above you. It could be as high as 100 stories, but somehow the rippling heat from the blacktop is making your vision distorted, and you really can’t trust your eyes right now. The name “Lothario” is displayed in striated steel letters 20 feet up over the entranceway, which extends through glass doors into an expansive lobby. There is not another soul in sight. Your only means of escape is the time machine, visible through the hazy heat to the southwest. You hope it isn’t just a mirage. The glass doors are to the west.

Nope, nothing here, apparently. Anything new if we go back?

>SW

Parking lot

You see a time machine here.

Black shapes are surrounding you on all sides.

>X SHAPES
I don’t see any shapes here.

>X BLACK
I don’t see any black here.

Well, I don’t know what to make of this.

>LISTEN
You hear the dessicating blasts of hot winds across black-topped pavement.

Everything seems to fade into the haze…

>LOOK

Parking lot
You are standing in the middle of a gigantic parking lot which extends as far as you can see in most directions. An ugly, hot wind whips past you, scorching across the miles of black pavement, drawing at you like a vacuum, pulling you toward one of the ugliest skyscrapers you have ever seen.

A monolith of black glass and steel, it rises fully 80 stories, at least. The fearsome structure is a short walk to the northeast, right where your house used to be.

You see a time machine here.

And now whatever it was seems to have gone. If we wait, will it come back?

>Z
Time passes…

>Z
Time passes…

>Z
Time passes…

>Z
Time passes…

>Z
Time passes…

>Z
Time passes…

Apparently not. If that was a one-time deal, I hope it wasn’t important, because otherwise we might have missed our opportunity to do something here. I know a couple of people have mentioned getting locked out of victory in this game, but I can always replay the intervening sections if need be.

Anyway, we’re standing outside this giant evil monolith without much to do. We can’t go anywhere else from here, can we?

>W
The heat and wind drive you back.

>N
The heat and wind drive you back.

>E
The heat and wind drive you back.

Guess not. So, that means we’ve fully explored everything that’s immediately accessible to us in all five time periods. Our immediate goal still seems to be to get inside the house, and Fred hinted that we should look for a spare key somewhere, but I don’t have any ideas for anywhere else to look. Suggestions welcome!

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Well, I did manage to find out how to progress from here yesterday, but I’ll give those of us who’ve never played some time to suggest places to look first. :slight_smile:

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